Smart language learning

Liberty Square, Taipei, Taiwan

Liberty Square (自由廣場), Taipei, Taiwan. Photo by Mark Pegrum, 2019. May be reused under CC BY 4.0 licence.

PPTELL Conference
Taipei, Taiwan
3-5 July 2019

The second Pan-Pacific Technology-Enhanced Language Learning Conference took place over three days in midsummer in Taipei, with a focus on language learning within smart learning environments.

In his keynote, In a SMART world, why do we need language learning?, Robert Godwin-Jones spoke of visions of a world with universal machine translations; innovations in this area range from phone translators and Google Pixel Buds to devices like Pocketalk and Illi. But it’s time for a reality check, he suggested: it’s not transparent communication because you have to awkwardly foreground the device; there are practical issues with power and internet connections; and although the devices are capable with basic transactional language, the user remains on the outside of the language and the culture.

We are now seeing advances in AI thanks to deep learning and big data, including in areas such as voice recognition and voice synthesis, and we are seeing a proliferation of smart assistants and smart home devices; along with commercial efforts, there are efforts to create open source assistants. Siri and Google can operate in dozens of languages. Amazon’s Alexa now has nearly 100,000 ‘skills’ and users are being invited to add new languages. Smart assistants are already being used for language learning, for example for training pronunciation or conversational practice. We are gradually moving away from robotic voices thanks to devices such as Smartalk and Google Duplex; assistants such as the latter work within a limited domain, making the conversation easier to handle, but strategic competence is needed to avoid breakdowns in communication. Likely near-term developments include more improvements in natural language understanding, first in English, then other languages, and voice technology being built into ever more devices (with human-sounding voices raising questions of trust and authenticity). However, there are challenges because of the issues of:

  • cacophony (variations of standard usage, specialised vocabulary, L2 learners, the need for a vast and continuously updated database);
  • colour (idioms, non-verbal communication);
  • creativity (conventions may change depending on context, tone, individual idiosyncrasies);
  • culture (knowing grammar and vocabulary only gets you so far, as you need to be able to adapt to cultural scripts, and to develop pragmatic competencies);
  • codeswitching (frequent mixing of languages, especially online, in a world of linguistic superdiversity).

There is emerging evidence that young people are learning languages informally online, especially English, as they employ it for recreational and social purposes (see: Cole & Vanderplank, 2016). We may be moving towards a different conception of language relating to usage-based linguistics, which is about patterns rather than rules. It may call into question the accepted dogma of SLA (the noticing hypothesis, intentionality, etc) and the idea that learning comes from explicit instruction. However, there are caveats: most studies focus on English and on intermediate or advanced learners, who may not be reflecting much on their language learning.

The scenario we should promote is one where we blend formal and informal learning. For monolinguals and beginners, structure is helpful; for advanced learners, fine-tuning may be important. Teachers may model learner behaviour, and incorporating virtual exchange is easier when there is a framework. There are also issues with finding appropriate resources for a given individual learner. Some possible frameworks for thinking about this situation include:

  • structured unpredictability (teacher supplies structure; online resources supply unpredictability and digital literacy; students move from L2 learners to L2 users; a formal framework adds scope for reflection and intercultural awareness – Little & Thorne, 2017);
  • inverted pedagogy (teachers should be guides to what students are already learning outside class – Socket, 2014);
  • bridging activities (students act as ethnographers selecting content outside the classroom as they build interest, motivation and literacy – Thorne & Reinhardt, 2008);
  • global citizenship (students learn through direct contact and building critical language awareness through telecollaboration);
  • serendipitous learning (we should have a learner/teacher mindset everywhere; there is a major role for place-based learning and mobile companions using AR/VR/mixed reality – Vazquez, 2017).

Smart technology can help through big data and personalised learning, including language corpora. In the future, smart will get smarter, he suggested. More options will mean more complexity; the rise of smart tech + informal SLA = something new. There will be more variety of student starting points, identities, and resources; we could consider the perspective supplied by complexity theory here. We need to rethink some standard approaches in CALL research:

  • causality, going beyond studies of single variables;
  • individualisation, because one size doesn’t fit all;
  • description, not prediction;
  • assessment, which should be global and process-based in scope;
  • longitudinal approaches, picking up learning traces (see the keynote by Kinshuk, below).

A possible way forward for CALL research, he concluded, is indicated by Lee, Warschauer & Lee, 2019.

In his keynote, Smart learning approaches to improving language learning competencies, Kinshuk pointed out that education has become more inclusive, taking into account the needs of all students, and focusing on individual strengths and characteristics. There are various learning scenarios, both in class and outside class, which must be relevant to students’ living and work environments. There is a focus on authentic learning with physical and digital resources. The overall result is a better learning experience.

Learning should be omnipresent and highly contextual, he suggested. We need seamless learning integrated into every aspect of life; it should be immersive and always on; it should happen so naturally and in such small chunks that no conscious effort is needed to be actively engaged in it in everyday life. Technologies provide us with the means to realise this vision.

Smart learning analytics is helpful because it allows us to discover, analyse and make sense of student, instruction and environmental data from multiple sources to identify learning traces in order to facilitate instructional support in authentic learning environments. We require a past record and real-time observation in order to discover a learner’s capabilities, preferences and competencies; the learner’s location; the learner’s technology use; technologies surrounding the learner; and changes in the learner’s situational aspects. We analyse the learner’s actions and interactions with peers, instructors, physical objects and digital information; trends in the learner’s preferences; and changes in the learner’s skill and knowledge levels. Making sense is about finding learning traces, which he defined as follows: a learning trace comprises a network of observed study activities that lead to a measurable chunk of learning. Learning traces are ‘sensed’ and supply data for learning analytics, where data is typically big, un/semi-structured, seemingly unrelated, and not quite truthful (with possible gaps in data collection), and fits multiple models and theories.

In the smart language learning context, he mentioned a smart analytics tool called 21cListen, which allows learners to listen to different audio content and respond (e.g., identifying the main topic, linking essential pieces of information, locating important details, answering specific questions about the content, and paraphrasing their understanding), and analyses their level of listening comprehension depending on the nature and timing of their responses. Analytics does not replace the teacher, but gives the teacher more tools; and as teachers give feedback, the system learns from them and improves. Work is still underway on this project, with the eventual aim of producing a theory of listening skills. He went on to outline other tools taking a similar analytics approach to reading, speaking and writing.

In his keynote, Learning another first language with a robot ‘mother’ and IoT-based toys, Nian-Shing Chen spoke of the advantages of mixed-race babies growing up speaking two languages, a situation which could be mimicked with the use of a robot ‘mother’ speaking a language other than the baby’s mother tongue. This, he suggested, would help to solve L2 and FL learning difficulties indirectly but effectively. It would deal with issues of age (the need for extensive language exposure before the age of three), exposure (with children in language-rich households receiving up to 30 million words of input by age three), and real ‘human’ input (since when babies watch videos or listen to audio, they do not acquire language as they do from their mothers).

His design involves toys for cultivating the baby’s cognitive development, a robot for cultivating the baby’s language development, and the use of IoT sensors for the robot to be fully aware of the context, including the interaction situation and the surrounding environment. The 3Rs (critical factors for effective language learning design) are, he said, repetition, relevance and relationship. The idea is for the robot to interact with the baby through various toys. He is currently carrying out work on various types of robots: a facilitation robot, a 3D book playing robot, a storytelling robot, a Chinese classifiers learning robot, and a STEM and English learning robot.

NTNU Linkou Campus, Taipei, Taiwan

NTNU Linkou Campus (台師大·林口校區), Taipei, Taiwan. Photo by Mark Pegrum, 2019. May be reused under CC BY 4.0 licence.

In his presentation, Autonomous use of technology for learning English by Taiwanese students at different proficiency levels, Li-Tang Yu suggested that technology offers many opportunities for self-directed learning, which is important as students need to spend more time learning English outside of their regular classes. In his study, he found there was no significant difference between high and low proficiency English learners in terms of the amount of autonomous technology-enhanced learning they undertook. Most students in both groups mentioned engaging in receptive skills activities, but the high proficiency students engaged in more productive skills activities. Teachers should familiarise students with technology-enhanced materials for language learning, and recommend that they undertake more productive activities.

In her talk, Online revised explicit form-focused English pronunciation instruction in the exam-oriented context in China, Tian Jingxuan contrasted the traditional method of intuitive-imitative pronunciation instruction with newer and more effective form-focused instruction; in revised explicit form-focused instruction, there is a focus on both form and meaning practice. In her study, she contrasted traditional instruction (control group) with revised explicit form-focused instruction (experimental group, which also undertook after-class practice) in preparing students for the IELTS exam in China. Participants in the experimental group performed better in both the immediate and delayed post-test; she concluded that revised explicit form-focused instruction is more effective in preparing students for their exams, at  least in the case of the low-achieving students she studied.

In the paper, Investigating learners’ preferences for devices in mobile-assisted vocabulary learning, Tai-Yun Han and Chih-Cheng Lin reported on a study of the device preferences of 11th grade EFL students in Taiwan, based on past studies conducted by Glenn Stockwell in Japan. The most popular tool for completing vocabulary exercises was a mobile phone, followed by a desktop PC, laptop PC and tablet PC; students’ scores were similar, as was the amount of time required to complete the tasks. In general, students have high ownership of mobile phones and low availability of other devices (unlike the college students in Stockwell’s studies), and are accustomed to mobile lives.

In his paper, Perceptions, affordances, effectiveness and challenges of using a mobile messenger app for language learning, Daniel Chan spoke about the use of WhatsApp to support the teaching of French as a foreign language in Singapore. It has many features that are useful for language teaching, e.g., the recording of voice messages, the annotating of pictures, and the sharing of files. Some possibilities include:

  • teachers sharing announcements with students;
  • students sharing information with teachers;
  • sharing photos of work done in class;
  • sharing audio files;
  • correcting students’ texts by marking them up on WhatsApp.

In a survey, he found that many students were already using WhatsApp groups to support their studies, but without teachers present in those groups. Students’ perceptions of the use of WhatsApp for language learning (in a group including a teacher) were generally very positive; for example, they liked being able to clear up doubts immediately, engaging in collaborative and multimodal learning, and preserving traces of their learning. However, some found such a group too public, and much depends on the dynamics of groups; there is also a danger of message overload if students are offline for a while. Both teachers and students may feel under pressure to respond quickly at all times. In summary, despite some challenges, there is real potential in the use of WhatsApp for language learning, but its broader use will require a change of mindset on the part of teachers and students.

In their presentation, Does watching 360 degree virtual reality videos enhance Mandarin writing of Vietnamese students?, Thi Thu Tam Van and Yu-Ju Lan described a study in which students viewed photos (control group) or viewed 360 degree videos with Google Cardboard headsets (experimental group) before engaging in writing activities. Significant differences were found in all areas assessed (content, organisation, etc) and in overall performance; the authentic context provided by the 360 degree videos thus enhanced the level of students’ Mandarin writing. All students in the experimental group preferred using Google Cardboard compared to traditional methods in writing lessons.

In their paper, Discovering the effects of 3D immersive experience in enhancing oral communication of students in a college of medicine, Yi-Ju Ariel Wu and Yu-Ju Lan mentioned that 3D virtual worlds allow learners to immerse themselves fully and perform contextualised social interactions, while reducing their anxiety. The virtual world used was the Omni Immersion Vision Program from NTNU, Taiwan, and students engaged in a role-play about obesity (experimental group), while another group of students performed the role-play in a face-to-face classroom (control group). The experimental group created more scenes than the control group; used a wider range of objects; had richer communication, with the emergence of spontaneous talk; and their interaction was generally more fluid and imaginative. The experimental group said that using the virtual world reduced their fear of oral communication; made them more imaginative; and made oral communication more interesting.

On the final day of the conference, I had the honour of chairing a session comprising six short papers covering topics such as online feedback, differences in MALL between countries, the use of WeChat for intercultural learning, and location-based games. I wrapped up this session with my own presentation, Personalisation, collaboration and authenticity in mobile language learning, where I outlined some of the key principles to consider when designing mobile language and  literacy learning experiences for students.

Overall, the conference provided a good snapshot of current thinking about promoting language learning through smart technologies, an area whose potential is just beginning to unfold.

From China to the world: Mobile tech in teacher education

MTech Conference
Guilin, China
27-29 June, 2017

Shanhu Lake, Guilin, China

Shanhu Lake, Guilin (杉湖, 桂林), China. Photo by Mark Pegrum, 2017. May be reused under CC BY 4.0 licence.

The inaugural MTech Conference, based on the MTech Project and its underpinning MTech Survey, drew together teacher educators from Asia and Europe to discuss how best to integrate mobile technologies in teacher education internationally. It is hoped that this will be the first in an ongoing series of collaborative events involving the MTech Network.

In our opening presentation, Mobile learning in teacher education: Beginning to build a global overview, Kevin Burden and I gave an overview of the MTech Project and the underpinning survey of technology use by teacher educators around the world. We outlined initial insights emerging from the first round of data collection, based on 96 responses, with a little under two thirds from Asia, and a little over a fifth from Europe. We showed for example that relative to the iPAC Mobile Pedagogical Framework (see image below), teacher educators typically report more evidence of personalisation and collaboration than authenticity in mobile learning activities.

iPAC Framework

iPAC Mobile Pedagogical Framework (Kevin Burden, 2017)

Interesting insights are also beginning to emerge around themes of seamlessness and intercultural learning. We invited attendees and their colleagues to complete the survey, which has now entered the second round of data collection, with the aim of increasing the overall number of responses and especially obtaining responses from regions of the world which are currently underrepresented in the data.

In a presentation reflecting the Chinese context at GXNU, Developing pre-service teachers’ ICT in education competencies and curriculum leadership, Xibei Xiong referred to the TPACK Framework in describing a proposed ICTs in education curriculum which should include TK, TPK, TCK, and TPCK. Curriculum leadership, she said, shapes teacher education programmes by providing supportive policies, managing the curriculum, and evaluating pre-service teachers’ learning outcomes. Teacher education programmes may in turn shape the practices of curriculum leaders in terms of changing the education system requirements. Curriculum leaders at university level have a role to play in policy formulation and resource allocation; at school level, they have a role in determining educational curriculum structure, course objectives and academic credit management; and at classroom level, they have a role in developing course content and pedagogy.

In a presentation from the Singaporean context, Understanding teachers’ design talk for the co-creation of seamless science inquiry, Ching Sing Chai discussed the TPACK Framework and its various revisions and extensions in recent studies, before coming to focus on TPASK (Technological Pedagogical And Science Knowledge). He suggested that teachers need to design instruction with technology in order to develop their TPK; they should learn through designing in a collaborative community; they should be supported with appropriate scaffolds; and finally they need to engage in reflective experiential learning. Design talk embedded in a dialogic design, he went on to say, is key to supporting the emergence of TPACK. Sustainability and scalability ultimately come through teachers, so teacher development is more and more important in today’s world.

He described a Singaporean study involving the  5E (Engagement, Exploration, Explanation, Elaboration and Evaluation) approach for science inquiry-based learning, used as a PCK framing. Teachers talked about designing lessons for Grade 3/4 students. Mobile devices were used in various ways, including for seamless science learning (for example, students taking pictures and explaining heat sources in their own houses). The software used included KWL, Sketchbook, MapIt, Blurb (from the University of Michigan) and other tools (Nearpod, PowerPoint, Google, etc). The content of teachers’ design discussions was analysed to identify references to TK, PK, CK, TPK, TCK, PCK, TPCK, and CTX (representing context). A lot of the initial discussion was about TK but this element declined over time; conversely, the amount of discussion involving PCK increased over time, as did the discussion involving TPASK (but this was at a much lower level). CTX featured strongly but also decreased over time. The resulting model is quite different from the theoretical TPACK model (see image below).

A possible depiction of TPASK in design

A possible depiction of TPASK in design (Ching Sing Chai, 2017)

In a presentation from the Hong Kong context, Cultivating academic integrity and ethics of university students with augmented reality mobile learning trails, Theresa Kwong and Grace Ng showcased the mobile AR TIEs (Trails of Integrity and Ethics) developed by HKBU and its partner institutions in a Hong Kong-government funded project (a project on which I am also a consultant). As Theresa pointed out, this is learning in the style of Pokémon Go, but in fact this project began around 18 months before the release of Pokémon Go. It is all about linking the environment to relevant educational content, in this case related to themes of academic integrity and ethics. Given that students find these AR trails motivating and helpful in connecting theoretical content with their everyday lives, this is an approach which is highly relevant to present and future educators and teacher educators.

In a presentation from the Taiwanese context, Mobile learning x cloudclassroom = ?, Chun-Yen Chang suggested that the spread of mobile devices along with BYOD policies means that the moment is right to be implementing mobile learning. The Taiwanese Ministry of Education has run collaborative projects on mobile learning in schools, and has set up a Teaching Application Mall of educational apps. He went on to describe his CCR (CloudClassRoom) project which supports mobile-assisted anonymous quizzes and presents teachers with aggregated data. It can be used, he said, in museums, outdoors, online, and in the ‘Asian silent classroom’. Polling students before and after lessons can be an ideal way of tracking changes in their understandings.

In a presentation from the Australian context, Teaching teachers how to go mobile: What’s happening in Australia?, Grace Oakley suggested that although mobile technologies are being used in many Australian schools, mobile learning is not developing as quickly as might be hoped, nor are its boundaries being pushed. There are many policy barriers, she added, including duty of care issues, funding, behaviour management issues, cybersafety, testing regimes, school processes, and equity issues. She then illustrated some activities with mobile devices being carried out in primary schools: oral retelling with Puppet Pals; learning prepositions with a camera and the Book Creator app; media presentations with Tellagami; and mobile augmented reality learning trails created with FreshAiR. She wrapped up with a discussion of how digital technologies, digital literacies, and mobile learning are beginning to feature in initial teacher education courses as well as in resource platforms for practising teachers, such as the Digital Technologies Hub. She indicated that some pre-service teachers are beginning to create mobile learning activities for their students, but she concluded by asking whether they are getting enough opportunities to do so.

In a presentation from the Irish context, Mobile learning on an initial teacher education progamme – MGO programme, Seán Ó Grádaigh showcased the technological changes that have occurred in the last decade. Uber is the largest transport company in the world, but has no cars; Facebook, Twitter and WeChat are the largest content platforms in the world, but they produce no content; Alibaba is the largest shopping mall in the world, but it has no shops; and Netflix is the largest cinema in the world, but has no movie theatres. However, he argued, we haven’t seen a game-changing application in education yet. Still, given the speed of changes, we need to be educating students for the future.

There is a misconception that better technology – from kitchen mixers through cameras to gym equipment – will lead to changes by itself. The same is true in education. But what is required is a vision, a plan, professional development, and pedagogical (as opposed to technological) training. In terms of the technology available, most schools are way ahead of most teacher training programmes, a situation that needs to change.

He went on to suggest that using technology to facilitate reflective practice by pre-service teachers may be a game changer. His students are asked to do reflections – hot reflections straight after a class, and cold reflections where they later revisit their initial reflections – using text, audio, video, or videoconferencing. He showed an example of a teaching video with a voiceover where the pre-service teacher provided commentary on her performance. She then received feedback from two tutors. The five steps followed in this task are:

  • Students create and construct a lesson
  • Students deliver and record it
  • Students watch and analyse it
  • Students create a reflective voiceover on their video
  • Students receive feedback on their reflection from tutors

He continued by suggesting that digital technologies can help to recreate immersive learning contexts for language learning as well as other subjects. However, rather than passively listening or watching, it is better to build inquiry activities around multimedia materials like videos. Teachers and students can also become actively involved in multimedia creation. Involving students in ‘teach-back’ activities is a great way to check that they have understood what they are learning.

In another presentation anchored in the Hong Kong context but with wide global relevance, entitled Learning design and mobile technologies in STEM education, Daniel Churchill explained that STEM is an approach to learning that removes traditional barriers separating science, technology, engineering and mathematics, and integrates them into real-world, rigorous and relevant learning experiences for students. It aims to improve learning in STEM areas; improve teaching effectiveness; deal with the shortage of STEM professionals in the future; include minorities, achieve gender balance, and provide opportunities for low-income members of society; decrease unemployment; foster international competitiveness in the 21st century; and help provide solutions to internationally pressing problems. Ideally, STEM should be not only multidisciplinary (where concepts and skills are taught separately in each discipline but housed within a common theme) or interdisciplinary (where there is the introduction of closely linked concepts and skills from two or more disciplines with the aim of deepening understanding and skills) but transdisciplinary (where knowledge or skills from two or more disciplines are applied to real-world problems and projects with the aim of shaping the total learning experience). There are both scientific and engineering approaches to STEM; in the latter, there are phases of problem scoping, idea generation, design and construction, design evaluation, and redesign. Challenges include insufficient teacher training; insufficient teacher knowledge of STEM; insufficient funding; insufficient laboratory resources and technicians; insufficient community support and media coverage; preferences for music, sport, and academic subjects; a student focus on exam preparation; learning computer coding without any logical or systematic thinking; and a focus on rote memorisation and a lack of depth of conceptual understanding.

He went on to explore six key affordances of  mobile technologies for STEM:

  • multimodal content (e.g., in the form of dynamic, interactive learning objects)
  • linkage of technologies (i.e., a mobile phone can connect to a whole ecology of digital devices)
  • capture (e.g., taking photos or making videos, capturing GPS position and acceleration, etc)
  • representation (e.g., programming a robot, making a digital story, creating a presentation, etc)
  • analytical (i.e., processing and looking for patterns in data)
  • socially interactive

Combining these affordances, he suggested, leads to new learning possibilities. Key tools include robotics, 3D printing, and cognitive tools.

He concluded by saying that STEM should not be just another science, maths or technology class. Learning design based on (pre-) engineering tasks is the critical strategy for STEM education, he argued, and STEM can be conceptualised based on an interaction model. Mobile and emerging technologies are essential for enabling STEM: these include virtual reality, augmented reality, wearables, and so on.

In his presentation, Key issues in mobile learning: A research framework, Pedro Isaías spoke of a range of current developments and challenges in mobile learning. He began by talking about the ubiquitousness pillar of mobile learning. He described the development of mobile LMSs, but mentioned that they have generally not really been designed for mobile devices. He asked whether they can be truly mobile-friendly without compromising navigation. He went on to emphasise the importance of creating responsive designs by following these guidelines: use mobile-friendly layouts, compress content, concentrate on the essential, format your text, and test the course on several platforms.

He went on to address the authenticity pillar of mobile learning, stressing the role of wearable technologies in education: for example, for interactive simulations, facial recognition for identifying students, creating first-person videos, and enhancing game participation. The challenges include cost, design concerns, privacy issues, familiarisation with the interface – digital literacies are needed here – and technical challenges. Augmented reality, he said, also has an important role to play in promoting authentic learning: it increases student engagement, mediates between students and the world, supports problem solving, enhances motivation, and provides access to real-world scenarios. One challenge is that students may become overly focused on the technology rather than the learning, and there are cost implications. He illustrated his comments with a video about the SNHU (Southern New Hampshire University) AR app, and a video about simulated 3D objects generated from textbook images with Arloopa. Gamification, too, can contribute to authenticity. Gamification should not be about external rewards, but about learning objectives. It enhances student motivation, provides ubiquitous access to resources, facilitates authentic and situated learning, improves peer interaction, promotes technical literacy, and fosters teamwork. Mobile learning game essentials, he said, are: an introduction and logo, instructions, a game objective, questions, feedback and results.

He then addressed the personalisation pillar of mobile learning, which is linked to mobile learning analytics, artificial intelligence, and geolocation. There are some concerns around data privacy and informed consent with analytics. With mobile intelligent systems, advantages include the fact that students can be taught according to their knowledge; adaptive learning methods; individualised adaptive teaching; explanation of teaching content; and automatic generation of exercises. Some LMSs provide geolocation features: this allows delivery of content according to location, designing of location-based online content, reaching a global audience, and consideration of cultural differences. Geolocation examples include language-adaptable subtitles, scavenger hunts, and geocaching games.

Finally, he addressed the collaboration pillar, which is about social learning and the e-society. Mobile learning harnesses the potential of social learning, promoting collaboration, discussion and knowledge exchange. But it is important to consider the quality of the interactions, and to think about the role of the teacher in the students’ discussions. Mobile learning involves the production of multimedia content, allows ubiquitous access to information, encourages the development of digital literacy, and creates informed citizens. There may be some issues around data privacy and security, and we must ask whether an increasingly mobile society may lead to an expansion of the digital divide.

In a presentation looking at future developments in mobile learning through wearables, The research on pedagogical feedback tactics of affective tutoring system based on physiological responses, Qin Huang suggested that in time wearable devices will be able to detect humans’ real emotions by registering physiological signals. She gave details of a study making use of the OCC emotional classification model, which is one of the most complete models and the first structural model used in the field of artificial intelligence. With good calculability, she said, it is widely used in the field of emotional computing.

Sun Tower & Moon Tower, Guilin, China

Sun Tower (日塔) & Moon Tower (月塔), Guilin, China. Photo by Mark Pegrum, 2017. May be reused under CC BY 4.0 licence.

The conference concluded with an MTech Steering Group meeting to discuss future directions for the MTech Network, how to gather more responses to the MTech survey and collaboratively publish our research, and when and where to meet again for another conference event. It is likely that the second MTech Conference will be held in China in late 2018.

A springtime of language learning & technology

IAFOR ACLL/ACTC Conference
Kobe, Japan
11-14 May, 2017

Kobe, Japan

Kobe, Japan. Photo by Mark Pegrum, 2017. May be reused under CC BY 3.0 licence

The annual conferences, The Asian Conference on Language Learning and The Asian Conference on Technology in the Classroom, came together over several days in an IAFOR-organised event in Kobe in the midst of Japanese springtime this year. Along with keynotes that gave broad overviews of the conference theme of ‘Educating for Change’, there were numerous papers presenting different aspects of teaching and learning with digital technologies.

In his opening keynote, Change in Japanese tertiary education: Implementing content and language integrated learning (CLIL) in Japan, Ted O’Neill spoke of how the European concept of CLIL is beginning to make inroads into Japan, with content being taught through the target language, and the target language simultaneously being investigated through the content. In CLIL, there should be constant feedback, he suggested, between content and language. It is possible to have both soft and hard versions of CLIL, with educators at either end of this spectrum potentially being able to meet, over time, in the middle. Offering CLIL, he went on to say, helps prepare for globalisation; helps students access international certifications; and sends a strong message about plurilingual education. In preparing students for future studies, he mentioned, it is possible to offer modules focusing on ICTs incorporating international lexis.

In my own keynote, Beyond web 2.0: Designing authentic mobile learning for everyday contexts in Asia, I suggested that we need to move beyond web 2.0, while retaining the best of its elements of personalisation and collaboration in learning, but using mobile devices and especially mobile augmented reality to add in greater elements of authenticity, situatedness and contextualisation. I showcased mobile AR learning trails from Singapore, Indonesia and Hong Kong to demonstrate how educators are already establishing successful precedents in this area.

In her keynote, Instructional designers as agents for change: Facilitating the next generation of technology-enhanced learning, Barbara Lockee outlined the ADDIE Learning Design Model, involving stages of analysis, design, development, implementation and evaluation. The wider setting is now changing, she argued, leading to the need for instructional designers to address the advent of learning sciences, the rise of flexible opportunities through for-profit institutions, the emergence of a culture of innovation in universities, and the renewed interest in personalised learning opportunities. She went on to say that the field of instructional design and technology originated in the convergence of media and technology, and suggested that designers can leverage what is known about human learning in the systematic design of instructional solutions. Ultimately, instructional designers can function as change agents across a range of disciplines. Importantly, she also noted that technology doesn’t always have to be part of the solutions that instructional designers propose.

She finished by suggesting that the next generation of technology-enhanced learning can be sparked through collaborative, creative thinking about how to leverage the affordances of technological innovations and overcome barriers to the adoption of innovation for the advancement of learning – something that is possible at conferences like this one.

Among the many presentations on the use of digital technologies in education, the tools and techniques considered ranged from educational apps and platforms, digital storytelling and gaming through the flipped approach to mobile learning, including mobile augmented reality (AR) and robots.

In her presentation, An investigation of the integration of synchronous online tools into task-based language teaching: The example of SpeakApps, Nouf Aljohani reported on an initiative where female Saudi students, who normally have insufficient opportunities to practise spoken English outside the classroom, were asked to use SpeakApps to increase their amount of practice. The video chat function allowed up to six students at a time to engage in an online chat, with the recorded conversation being uploaded to a blog where it could be revisited to identify strengths and weaknesses. Students met online for an hour a week outside of class. Each speaking task had a communicative purpose, involved students in authentic tasks to develop critical thinking skills, and related to the Saudi context.

In their presentation, A case study of using Edmodo to enhance language learning for Japanese and British students at tertiary level, Shinji Okumura and Miho Inaba suggested that the term CALL is somewhat outdated, with TELL (Technology Enhanced Language Learning) and MALL (Mobile Assisted Language Learning) being more contemporary expressions. He described the Edmodo platform, indicating its similarities to Facebook. He went on to report on a project where Japanese and British students conversed on Edmodo, using a mixture of Japanese and English language. The Japanese students felt that they had improved their English skills, including in areas such as organising texts in English and learning native English expressions; the British students also felt that they had gained valuable Japanese language practice and learned more about Japanese society. Most Japanese students used their smartphones to participate, and did so in moments of downtime, such as when waiting for trains. However, more frequent opportunities for interaction would have been preferable, and the groups were a little too large to permit close interaction. For the British students, who were at a lower level in Japanese, it was very time-consuming to type posts and read replies, and they needed teachers’ help to complete the tasks.

Turning to the use of technology in an underdeveloped context in their presentation, Shifting the paradigm in higher education: Students’ progression towards ICT-supported learning in a resource-constrained context, Peshal Khanal, Prem Narayan Aryal and Ellen Carm outlined a blended learning project for continuous professional development of teachers in Nepal. Within the project, Moodle was used as a platform along with Classjump (though the latter is no longer available), and teachers were encouraged to interact on Facebook as well. Aside from access and opportunities, students’ progression towards the use of ICTs was found to depend on factors such as perceived benefits, prior knowledge, learning difficulty, and the role of change agents (teachers) in motivating them. Over time, many students came to appreciate the learning potential of the internet. Issues included: access and reliability of technology, the dominance of traditional pedagogy, and teacher favoritism of bright students over others. Gender issues also surfaced: girls were reluctant to take the lead voluntarily in group work, and there was a feeling of insecurity around girls working and learning in what was generally understood as an unusual time and environment.

In her talk, Digital storytelling as assessment for learning in mathematics education, Sylvia Taube spoke about addressing early childhood pre-service teachers’ fears of mathematics through digital storytelling. Drawing on the work of Helen Barrett, she suggested that digital storytelling facilitates the convergence of four student-centred learning strategies:

  • Student engagement
  • Reflection for deep learning
  • Project-based learning
  • Effective integration of technology in instruction

Drawing on the work of Robin (2006), she went on to say that there are seven key elements of digital storytelling. These help students to convey their messages and their associated emotions effectively:

  • Point of view
  • A dramatic question
  • Emotional content
  • The gift of voice
  • The power of the soundtrack
  • Economy
  • Pacing

Digital stories may be personal narratives; may examine historical events; and may inform or instruct.

She explained that she formerly asked her pre-service teachers to write about their own experiences of learning maths at school, but now she asks them to create multimedia digital stories. She showed an example of a story which was created in PowerPoint overlaid with other tools like Snapchat, including extensive use of AR effects to emphasise emotions in the video narration. Other students used Prezi, Animoto, PowToon, VoiceThread or Adobe Spark. Reflecting on past negative maths learning experiences helped many of them to realise what they need to do to help their own students in the future. She suggested that these digital storytelling skills will be very useful for these future teachers who can use the technology to help explain mathematics concepts to their students.

In her presentation, Digital games for English language learning: Students’ experiences, attitudes and recommendations, Louise Ohashi referred to the work of James Gee (2005), mentioning key learning principles of good games:

  • identity
  • interaction
  • production
  • risk-taking
  • customisation
  • agency
  • well-ordered problems
  • challenge and consolidation
  • just-in-time or on demand
  • situated meanings
  • pleasantly frustrating
  • system thinking
  • explore, think laterally, rethink goals
  • smart tools and distributed knowledge
  • cross-functional teams
  • performance before competence

She went on to report on a research project where she asked Japanese learners of English (n=102) about their experiences with digital games in English, and their attitudes towards games as a learning tool. Smartphones were the devices most commonly used by students to play games in English; in the previous 12 months, 31% had played an English game in class, and 50% out of class. There was a mixture of commercial games (Call of Duty, Battlefield, Grand Auto Theft, etc) and educational games (TOEIC Galaxy, Quizlet, Kahoot, etc). The majority of students thought it was valuable to play digital games in study time. Their comments suggested that they found games motivating and that in many cases they helped them to improve their English.

In her presentation, Flipping the classroom: Voices of teachers, Anna Ma reported on her research on the flipped approach in Hong Kong. She indicated that many teachers are already flipping their classes, though they may not be using video, and they may not be calling what they do a flipped approach. The flipped approach is in fact nothing new, though it may be becoming more popular. She outlined five key misconceptions about the flipped approach among teachers, as found in her research:

  • Video is a must (though it can be very effective, it’s not a requirement)
  • I have not done any flipping (teachers don’t realise they may already be doing this but without using video)
  • It’s very time-consuming because I have to redo everything
  • To flip or not to flip: there are no other options (it is possible to partly flip a class)
  • I am not a techie; I don’t know anything about video or creating a video

Challenges include motivating students to watch the videos or do the other preparation before class; the sense of competition among teachers to create flipped classes; parents who think a flipped approach is akin to a kind of home schooling; a lack of technological resources for teachers; and the time demands on busy teachers.

The key point about the flipped approach, she concluded, referring to the work of Bergmann and Sams, is not about the videos, but about what can be done with the additional time in class.

In a different take on the flipped approach focused at primary level in the Philippines, The flipped classroom: Teaching the basic science process skills to high-performing 2nd grade students of Miriam College Lower School, Mark Camiling outlined some advantages of using a flipped approach: asynchronous quality; having class at home and doing homework in school; and more time for the teacher to detect students’ difficulties and needs. Challenges include internet connectivity; resource quality; student resistance; and deciding on curation versus creation of flipped content. Although some people might consider that primary students are not responsible enough or digitally literate enough, he found in his research that a flipped approach can be effective at primary level. It may also help to prepare younger students for future use of ICTs in school. It seems, however, that the flipped approach may work better for high-achieving than low-achieving students.

In their paper, Maximising the tablet learning experience: A study of MCHS Mathematics 7 teacher awareness and readiness in using tablet-based pedagogy, Lyle Espinosa, Mon Ritche Bacero and Lady Angela Rocena reported on a study of teachers’ attitudes to tablet use. It was found that teachers mainly used tablets as e-book readers in the classroom, and they used them in their lesson preparation to search for supplementary online resources and apps. Nevertheless, teachers agreed unanimously that tablets helped them explore new teaching techniques, and that they promoted student collaboration. The teachers viewed themselves as ‘engineers of lessons’ with the tablet as their tool. At the same time, teachers always prepared backups in case of technological problems. They were concerned that students were more knowledgeable than they were, and that there was an expectation that teachers should learn about new technologies without formal training.

In their paper, Using and developing educational applications for mobile devices as a tool for learning, Andrey Koptelov and James Hynes reported on a survey of teachers around Houston, USA, where they discovered that the three most commonly used educational apps were Kahoot, Plickers and Nearpod. While these are not pedagogically sophisticated, they can be engaging for students. The authors went on to suggest that students can be asked to create their own mobile apps, and that it is useful for pre-service teachers to have this design skillset. Their students created Android apps with MIT’s open source App Inventor, an example of a cloud-based IDE (Integrated Development Environment), which provides all the tools needed to develop a programme, in this case a mobile app. Other IDEs that can be used by students with no previous programming experience include Ionic Creator (iOS and Android) and Apple Swift Playground (iOS only).

When the pre-service teachers were asked to design an app, they had to fill in a spreadsheet covering the following details:

  • Name of app/cost
  • Platform/need for internet connection
  • Detailed description of app
  • Subject/grade level where app could be used
  • Main use of app in the classroom (instruction, assessment, collaboration, etc)
  • Which students will benefit most (ESL, special education, gifted and talented, etc)
  • Blooms Taxonomy level or Vygotsky’s ZPD that could be targeted with app
  • Benefits of app for teacher/school or parents/community
  • Other comments

Only after undertaking this exercise were students asked to begin work with App Inventor to build the app itself. They got help from group members and guidance from the instructor. The next step then involved testing, feedback and reflection.

In their presentation, Augmented reality design principles for informal learning, Eric Hawkinson, Parisa Mehran, Mehrasa Alizadeh and Erin Noxon showcased a variety of case studies of AR, demonstrating how it can lead to real world connections and learner customisation. In one case, they showed the engagement of participants at TEDxKyoto. In another, they showed how students undertook an orientation activity to familiarise themselves with the university library, which involved students scanning AR markers placed around the library as they participated in an imaginary story where they had to search for clues to hunt a thief. Using the AR cards produced by the research team, students can also set up links to digital content they have created. Examples of these and other uses of AR can be seen in Eric Hawkinson’s ARientation Project YouTube channel.

In his presentation, Social robots as peer tutors for pre-travel study abroad preparation, Paul Wallace explained that when students are preparing to go abroad on study placements, they need greater familiarity with everyday norms of language use.

Social robotics focuses on developing machines capable of interacting with humans to assist and achieve progress in convalescence, rehabilitation, training and education. Robots are designed to be engaging but not threatening; embodiment in human form is engaging, and the non-threatening design aids belief that the robot is non-judgemental. The NAO V5 Robot “Max” has speakers, microphones, eyelids, cameras, sonars, prehensile hands with sensors, and a wifi connection to retrieve information from the web. It can have 19 different languages installed. It is programmable (using a software package called Choreographe) and is semi-autonomous, and it is possible to create scenarios and levels for its interactions.

The robot can be programmed as a language and cultural tutor for students who are going abroad. Programmes can be launched by showing the robot a NAO mark, which functions something like a QR code; it can then switch into a pre-programmed scenario. Levels can be set so that the robot recognises a range of pronunciations, or so that pronunciation must be very precise – this can be adjusted depending on the levels of the language learners. The robot is not meant to replace a human tutor, but it does offer advantages in terms of:

  • availability (e.g., languages not available locally)
  • access (24/7)
  • flexibility (it never gets tired or offended)
  • customisation
  • adaptability (threshholds, speaking speeds)
  • personalisation
  • feedback (visual or audio feedback, recording and repeating students’ responses)
  • interactive help
  • student anxiety (non-threatening design to counteract foreign language anxiety)
Kobe cable car

Kobe cable car, Japan. Photo by Mark Pegrum, 2017. May be reused under CC BY 3.0 licence

All in all, we spent several days in rich discussions about the theme of educating for change. On the technological side, a key overarching theme was that different technology types and levels are appropriate for different teachers and students in different contexts, but that bringing together a range of researchers and practitioners from varying backgrounds facilitates the emergence of new ideas and insights in intercultural, interdisciplinary conversations.

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