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.

New devices, new spaces, and new games

eLearning Forum Asia
Shanghai, China
13-15 June, 2016

Zhujiajiao Old Town (朱家角), Shanghai, China. Photo by Mark Pegrum, 2016. May be reused under CC BY 3.0 licence.

Zhujiajiao Old Town (朱家角), Shanghai, China. Photo by Mark Pegrum, 2016. May be reused under CC BY 3.0 licence.

The annual eLFA conference moved this year to Shanghai, where as usual it brought together a mixed group of educators and technologists, especially from the Asian region but also from further afield. There was a strong emphasis this year on the need to make room for students’ use of multiple devices, especially mobile devices, for learning. There was considerable discussion of online learning platforms or spaces where students’ learning experiences can be gathered together; these ranged from traditional LMSs through online platforms like Google Classroom to the cutting-edge developments around MOOCs, learning analytics, and the use of xAPI to track, collate and derive insights from students’ various learning devices and platforms. Another key theme to emerge was gamification, including how it can be applied to platforms ranging from apps through to MOOCs.

In his presentation, Reimagining education, Yves Dehouck, the Vice President of Blackboard, listed six key educational trends of the future as identified by Blackboard:

  • Learner-centric education
  • Non-traditional learners
  • Big data
  • Consumer preferences
  • Education is truly global
  • Online and mobile everywhere

He went on to pick up on the last two points. By 2020, four in 10 of the world’s young graduates in higher education will be coming from China and India. This means a need to further develop the educational infrastructure in those countries, as well as opening up opportunities for the educational systems of the surrounding countries. These students will want to learn anytime, anywhere, on any device.

In her presentation, Pedagogical intelligence: A student lens for inquiry into informal digital learning practices, Caroline Steel, also from Blackboard, argued that it is critical for students to understand the impact that their informal digital learning can have on their formal learning. Digital literacies are now essential for students, along with soft skills like critical thinking and creativity. She explained that we need help our students develop pedagogical intelligence, so that they:

  • gain an understanding of learning and teaching theories
  • gain insights into how they learn and how others learn
  • are aware that teaching styles are as diverse as learning styles (and some may not suit them)
  • are empowered to navigate learning and teaching, by developing the capacity to self-teach and self-regulate their learning
  • are better informed as co-partners in education

She gave an example of a Learning Challenge class where she helped students to develop their understanding in this area. Students benefited in terms of making better use of informal learning and setting their own goals, and they appreciated the inbuilt gaming aspects. Looking towards the future, she suggested that elements of pedagogical intelligence could be foregrounded through some kind of wearable mobile device which offers learning analytics, with gamification and social aspects included.

In my keynote, Developing mobile literacy, which tied in with the theme of the move towards multiple mobile devices in education, I outlined a range of ways that we can deepen students’ learning and engagement as we help them to develop the mobile literacy (and the constituent digital literacies which feed into it) that is so crucial in a digitally enabled mobile world.

In her talk, Seeding learning innovations in continuing education and training in Singapore, Zan Chen spoke about the current context of more global demand for innovation, as product life cycles become shorter and shorter, while we are simultaneously seeing a convergence of technologies, and a need for multidisciplinary research. In this context, there is considerable scope for open innovation. She went on to describe iN.LAB, part of the Institute for Adult Learning in Singapore, which focuses on providing a space to foster collaboration around innovation. She described the half-yearly InnovPlus event, a funded competition designed to catalyse innovation by bringing together organisations facing training/learning challenges and potential solution providers, or teams of solution providers.

In his talk, Using Google Classroom and Google Apps for Education (GAFE) as a learning environment to deliver blended learning for a large cohort of students, Yik Sheng Lee reported on a Malaysian action research project involving a study of teachers’ use of Google Classroom and Apps. Despite teachers’ intentions, it was found that the technology was being used overwhelmingly for content delivery rather than to facilitate student collaboration. Drawing on Garrison & Anderson’s Community of Inquiry (CoI) model for online learning, Lee indicated that the affordances of the learning environment – to foster cognitive presence, teaching presence, and social presence – were thus not being fully utilised, with the current focus being on cognitive presence and students learning individually. This led to two types of interventions: more training, and sharing of teachers’ experiences. This has in turn led to greater adoption of the technology, and the next stage of the research will focus on whether the teachers are using the environment more fully and promoting interactivity.

In her talk, Self-paced learning through co-construction in MOOCs, Betty Hui from CUHK suggested that MOOCs offer a different learning opportunity from traditional classroom learning, with students choosing educators and what courses to take. MOOCs offer flexibility of learning in both self-paced and weekly content. Learning no longer happens in a set or individual context. The possibility for learning in tandem with other learners around the globe is unprecedented. There can be a real opportunity for co-constructing meaning through interactions with global peers.

In his plenary, Developing MOOC-enabled flipped learning courses, Jin-Hyouk Im from UNIST in South Korea suggested that to deal with falling income but higher demands in education, MOOCs and flipped learning are possible strategies worth adopting. He went on to discuss the nature of MOOCs (see figure below). One of the possible limitations of MOOCs is that students may learn passively; the pros include automation and instant feedback. MOOCs can also be used as SPOCs (small private online courses) for one class at a time; this would generally be a paid model, like paying for a textbook.

IMG_1198

Nature of MOOCs (Jin-Hyouk Im, 2016)

Traditionally, we have handled the lower levels of Bloom’s Taxonomy in class, and the higher levels in after-class activities; but flipped learning allows us to reverse this. Indeed, MOOCs could be used for the lower levels, and flipped learning for the higher levels, with the highest levels being addressed in class as part of an overall flipped approach; this is a kind of MOOC-enabled flipped learning. He gave the example of the Residential MITx programme as a way of realising this. A partly MOOC-based teaching approach can also offer students the advantage of being able to take some components of their courses from a range of international institutions.

In his presentation,  An analysis model and framework design for a MOOC platform, Nien-Lin Hsueh from Feng Chia University, Taiwan, spoke about the information that an instructor can gain from learning analytics regarding learners’ engagement, where difficulties have arisen, and learners’ performance. Researchers, for their part, can learn about behaviour in MOOCs, what is good video design, and behaviour vs performance. He concluded by emphasising the importance of a goal-driven approach to analysis, and a flexible architecture to tailor the analysis. However, data analysis alone, he said, is not enough.

In his talk, Using xAPI and learning analytics in education, Kin Chew Lim from SIM University, Singapore, spoke about the difficulties of the LMS-centric model: the LMS must always be connected to the internet; it can’t consolidate learning from different devices and social media; the teacher is still the knowledge dispenser and content organiser; the content is mostly text-based and linear; and the widely used multiple-choice questions always have single answers. He asked how, when students use many different types of devices and apps – from mobile devices to AR apps – it is possible to capture their learning.

xAPI has been developed to deal with this; the x stands for ‘experience’. SCORM, which is about packaging interoperable content and linking it into an LMS, is now 15 years old. People these days communicate and collaborate more with mobile devices, but they do not necessarily connect their devices to the internet 24 hours a day. People learn differently through texting, desktop learning, iPads or Android phones. Rustici Software was commissioned to come up with a new e-learning platform; this is xAPI, also commonly referred to as Tin Can API. It is a set of open specifications to track learning experiences, and is still evolving. It is commonly regarded as the next generation after SCORM. xAPI comes down to a noun-verb-object statement, e.g., ‘I watch a video on YouTube’, or ‘I practise yoga’, which can capture a learning experience. It uses JavaScript Object Notation (JSON) to specify the API statements. These records go into an LRS, or Learning Record Store; whether you play a game, do a simulation, write a blog, or watch a YouTube video, this can all be stored in the LRS.

In his plenary, Flipped class and xAPI learning data analysis, Lijie Chin from the Chinese e-Learning Association of Taiwan showed how xAPI has been used in the Taiwanese context. He emphasised the importance of problem-solving approaches and creativity. He spoke about using Bloom’s Revised Taxonomy in the context of a flipped approach in such a way as to change the emphasis of learning in the classroom (see figure below).

Bloom's Taxonomy (Lijie Chin, 2016)

Bloom’s Taxonomy (Lijie Chin, 2016)

He then went on to discuss the value of gathering big data from students’ online learning experiences. He outlined the Taipei CooC-Cloud (Taipei CooC-Learning) system, which allows students to use multiple kinds of hardware to access software from diverse companies, all of which conforms to the same technological standard (xAPI) so that students’ learning data can be captured and analysed in a multi-platform database. Insights can be drawn together from all of a student’s learning activities, ranging from their actions in a MOOC to their interactions with an e-book.

Teachers can better understand students’ learning behaviour, allowing them to better support students and modify their teaching as appropriate. Students can also access their own records to gain insight into their learning strengths and weaknesses. More insight is thus available into students’ learning processes, not just the final results. He demonstrated some of the wide range of visualisations of student learning which are available. Students will be able to develop a cloud résumé that they can take away with them at the end of their studies.

In his keynote on Gamification for education, Ping-Cheng (Benson) Yeh from the National Taiwan University spoke about the value of gamification, which should have elements of competition, peer acknowledgement, and smart rules. He gave the example of a probability course where, rather than setting problems for the students, he had students create problems for each other; this meant the students had to understand the content well, and they were able to set complex, creative problems for each other. Students were highly engaged in setting and solving these problems. Gamification, he suggested, pushes students to their limit.

He went on to explain about a second gaming approach he developed, PaGamO, on the Coursera MOOC platform. Students had to complete problems in order to occupy land in a gaming environment, and could purchase monsters from a store to help safeguard the land they had taken over. A worldwide ranking board encouraged students to remain engaged in the game. It was found that there was a high correlation between students’ PaGamO scores and their Coursera grades. When surveyed, students agreed that they could now finish more challenging tasks. PaGamO is currently being used for K12 students in all subjects, for corporate training, and in higher education courses. A variation was also developed for students who, instead of engaging in competition, prefer to develop the land they have occupied in the game.

When it comes to flipped teaching, he suggested it is naïve to simply ask students to start watching lecture videos at home without preparation for this learning style. It is better to have them watch videos together in class to get them used to this kind of approach. When students are asked to watch videos at home, one possibility is to have a poll, for example on Facebook, so students can see that others are watching the videos; another possibility is to have a chat group on WeChat or a similar app where students can post messages as they finish watching the videos. It was found that this peer-to-peer approach increased the percentage of students viewing videos from around 60% to 90%. Those students who have not watched a video can be asked to watch the video at the back of the face-to-face class, while other students participate in the follow-up activities. With the majority of students carrying out these in-class activities, it becomes easy for the teacher to identify learning problems in the group.

MOOCs and gamification, he concluded, are here to stay. Gamification will soon be a must-have for education, and students may find it difficult to concentrate on anything that doesn’t have gaming elements. His ideas are outlined in his book Teach for the Future.

In his presentation, Gamified pedagogy: Examining how gamified educational apps coupled with effective pedagogy support learning, Ronnie Shroff talked about the importance of designing gaming apps in such a way that students can engage with them in a state of flow. Instructional design is important here: gamification should not be an excuse for simplistic learning designs. Points, levels, rewards, leaderboards, quests and customisation are good gamification elements to include. Feedback, including through elements like points and leaderboards, is also critical, and good game design builds in freedom to fail along the way.

In his bilingual presentation on the final day, Smarter education in China: Theoretical efforts and pedagogical practices, Zhiting Zhu from East China Normal University began by outlining international developments in smart learning environments in South Korea, Australia, and around the world. He went on to say that the Chinese translation of ‘smart’ is close to the idea of ‘wisdom’. He indicated that according to Confucius, wisdom can be gained in three ways: reflection (the noblest), imitation (the easiest), and experience (the bitterest). Zhu then gave his own definition of smarter education, which he said involves constructing technology-infused environments and creating a finer ecology of pedagogies, so that higher achievements of teaching, better experiences of learning, and personalised learning services can be enabled. Students should emerge with greater wisdom, including a better value orientation, higher thinking quality, stronger doing ability, and deeper potential for creativity. By contrast, ‘stupid education’ involves: not tailoring teaching strategies individually, solely emphasising book-based knowledge, severing history and culture instead of seeing them as a bridge connecting the past with the future, and countenancing higher costs but lower performance in developing educational informatisation in schools.

We need a technologically enabled smart environment combined with smarter pedagogy to lead to smarter talents. He suggested that the move we have seen from e-learning to m-learning to u-learning needs to proceed now to s-learning (‘smart learning’). He spoke about the importance of students having personal online learning spaces, and the role learning analytics might play in these, and he suggested that flipped classrooms can be a trigger for class-based smart learning. In smart classrooms, it should be possible to provide students with precise feedback based on their learning performance. He mentioned a range of ongoing initiatives, from multimodal e-books to physical makerspaces, and showed examples of school-based projects, from problem-based learning approaches to students acting as micro-learning designers.

Challenges include the need for more research on big data; teacher competency requirements; and the need for systemic changes and innovations to build smart schools. Smart education needs to promote whole person development.

eLFA Banner, Shanghai, China. Photo by Mark Pegrum, 2016. May be reused under CC BY 3.0 licence.

eLFA Banner, Shanghai, China. Photo by Mark Pegrum, 2016. May be reused under CC BY 3.0 licence.

Participants would certainly have come away from this conference with a clear sense of key directions of development in contemporary educational technologies, notably including MOOCs, xAPI-enabled learning analytics drawing together insights from students’ learning on multiple devices and platforms, and the growing role of gamification. It will be interesting to see how these themes have developed further when the conference reconvenes in Hong Kong in 2017.

Visions of the future

ICELF11: The International Conference on E-learning Futures
Auckland, New Zealand
30 November – 1 December, 2011

The key themes to emerge from the inaugural International Conference on E-learning Futures at Unitec in Auckland, New Zealand, were linked to mobile technologies – particularly smart, context-aware tools – and the associated personalisation of learning.

Trends in Technology & Education

In his opening keynote, Learning generations: Looking forwards, looking back, Steve Wheeler quoted Arthur C. Clarke’s comment that: “Any sufficiently advanced technology is indistinguishable from magic”. New technologies are appearing everywhere, he observed, but educators don’t know how to use them; we still see them as magic. Technology won’t impress students, he went on to say, but good pedagogy and inspiration will.  Education is so important that if we get it wrong, we leave a very poor legacy for coming generations.  We need to find ways to use technology appropriately to support pedagogy, but there are many vested interests resisting it.

One issue is that: “For the first time we are preparing learners for a future we cannot clearly describe” (David Warlick). Declarative knowledge is becoming less important than procedural knowledge; it’s less about knowing that, than knowing how. New literacies are therefore important; they go much deeper than skills, because they allow real engagement. Connectivism, he suggested, is a useful approach: students need to learn how to connect with others as they build their PLNs.

Wheeler went on to list key characteristics of the future of education as follows:

  • Open: we will have to share more.
  • Social: people are already sharing. (Quadblogging is a good example of the application of this idea in education.)
  • Personal: homogenised learning is no longer effective, as we move out of the industrial age. (A lot of past educational technologies were teacher-centric, but contemporary technologies are more personalised.)
  • Augmented: Augmented reality is becoming more important, enhancing what we see through the naked eye. Context-awareness is key. It’s about “web meets world” (Tim O’Reilly & John Battelle).
  • Non-touch:  gesture-based technologies will become more central.

In his presentation The new new things: Emerging trends in technology and education, Derek Wenmoth outlined key trends towards:

  • mobility/portability
  • miniaturisation
  • convergence of technologies into a single device
  • personalisation
  • openness (the OER University is an example of this)
  • gamification
  • data visualisation
  • contextualisation/location-awareness

These will impact dramatically on our behaviour as information gatherers and learners. We will need to consider how ‘desire pathways’ will take shape, and how we might use services like Yahoo Pipes and ifttt to personalise our information consumption.  Location is now an important characteristic of you as a learner – we see this, for example, with Twitter, iPad apps, or Al Gore’s “Our Choice” app. In the follow-up questions, Wenmoth quoted Neil Postman’s comment: “Technological change is not additive; it is ecological.”

In his IBM keynote, Education for a smarter nation: Changing business priorities and trends in education, Dougal Watt discussed five signposts for the future:

  • technology immersion
  • personalised learning paths
  • knowledge skills
  • global integration
  • economic alignment

These trends, he argued, form an educational continuum, or single view of learning, skills development, and workforce training.  This has implications for the traditional boundaries between academic segments, educational providers, and economic development initiatives.

In her keynote, Digital ecosystems: mobile, portable, embedded and conventional devices, Judy Kay outlined emerging technologies with educational applications, including:

  • surface computing: multi-user touch-sensitive tabletops
  • data mining/visualisation: using digital footprints to improve learning through data visualisation, e.g., in an activity radar system which shows at a glance the amount of work done by students on a wiki

This keynote, which rounded off the conference, provided a snapshot of current and future trends in educational technology, leaving delegates a lot to think about.

In her keynote, Agnes Kukulska-Hulme outlined current mobile learning projects at the Open University, UK, before going on to talk about self-directed learning, which she argued is a natural approach to lifelong learning. She reported on the results of survey and interview-based studies which aimed to determine emerging trends in the use of mobile technologies in education, and to find out what learners’ wishes are with respect to mobile learning.

She suggested that the following areas need strengthening, specifically in foreign language curricula:

  • connection with learners by supporting real needs and performance in situ
  • tools and strategies for navigating and exploiting the new (increasingly mobile) ecology of digital learning resources and networks of support
  • personal management of language learning across place and time

Next generation designs, she suggested, should take into account time, place, and activity.  She also noted that language use will change; “Find coffee near me” is a perfectly logical statement to a personal assistant like Apple’s Siri, though we wouldn’t say this to a friend. She concluded that:

  • we need ongoing research with learners, as mobile practices and technologies evolve
  • language curricula will be increasingly intertwined with ways to learn and interact with technology
  • the design of learning activities will need to recognise learners’ emerging patterns and preferences regarding:
    • different types of travel
    • short periods of time
    • individual and social learning
    • ways to combine formal and informal learning

In their talk, Making the ‘case’ for the iPad, James Oldfield and Dawn Duncan described a business programme and a law programme in which students were given iPads. Students used these for a variety of pedagogically traditional activities but also for creative and collaborative web-based activities, including tasks on blogging and wiki platforms. The more creative apps used by students included iMovie, Keynote and Prezi. Collaborative tools included Dropbox, Google Docs, Mindmeister, Posterous, Twitter and WordPress. Further details of this work with iPads can be found at http://ipadnzeducation.wordpress.com/.

Language Teaching & Learning

My own paper, Tailoring language learning to a world of screens, sought to build a bridge between the broader field of educational technology and the more specific field of CALL. It outlined 4 key trends associated with the shift towards a world of screens:

  • multimedia
  • networking
  • mobility
  • customisation

It then went on to examine the implications of each of these trends for language teaching and learning. A more detailed summary and links are available.

In her presentation, A distinctive blend: Seamless integration of e-learning tools with classroom delivery in a blended learning oral skills language course, Katherine Danaher talked about the importance of redesigning a course to incorporate new technologies, rather than pasting new technologies over the top of an existing design. In the redesign process, it’s important to:

  • Know your pedagogy
  • Know your learning outcomes
  • Know your e-learning  tools (amongst other things, declutter your course, and start small but think ahead to avoid getting painted into a corner later)
  • Know the practicalities and pitfalls; issues to consider include:
    • teacher and learner training
    • teacher (and student) workload
    • too much content (it may be better to design only 70% of a course and leave the rest as whitespace, so you can work with what students bring to the course)
    • failure to integrate successfully
    • seduction by the wow factor

It’s valuable to remember that curriculum design is an iterative process; courses don’t have to be fully designed from the start, but will grow and morph over time. To integrate new technologies into a blended course, it’s essential to refer to the online tools regularly in class; to maintain a strong online presence; and to develop scaffolded activities that include both face-to-face and online components.

Danaher finished by quoting Harasim et al (2007): “Online you get to know your students’ minds, not just their faces.”

In her talk, Task implementation in CMC: How does it influence language learning opportunities?, Rebecca Adams focused on the introduction of SCMC (synchronous CMC) into a language course.  Research suggests that synchronous text chat can:

  • encourage meaning negotiation
  • produce a focus on form
  • enhance accuracy
  • foster active learning
  • develop oral communicative competence (which can transfer to face-to-face contexts)

In the project on which she reported, it was found that reducing a task’s cognitive demands on students freed up cognitive space for them to focus more on grammar and form.  More complex tasks resulted in less focus on form. Not only does synchronous chat have language learning benefits, but using it in class helps prepare students for its use in real-world contexts.

So all in all …

Taken as an ensemble, the keynotes and papers at this conference distilled a clear sense of the emerging trends to watch over coming years. While predicting the future is never a safe bet, on current indications it will be all about mobility and personalisation. No doubt the next ICELF conference will give us a chance to see how these trends have progressed …

The global meets the local – again/still!

GloCALL 2011: Globalization and Localization in Computer-Assisted Language Learning
Manila, Philippines
27-29 October, 2011

As always, this GloCALL Conference focused on the intersection of the global and the local in teaching language(s).

Technology and language

A number of talks focused on the use of technology in teaching language, with a heavy emphasis – as is usual these days – on web 2.0 tools.

In the talk The use of wikis in collaborative learning, Long Nguyen and Hoa Phan argued there is a continuum between product-oriented and process-oriented CMC, with blogs and wikis fitting around the middle of the spectrum. They cited the work of Lee (2010), who  stated that wikis increase satisfaction and motivation, as well as fostering creativity and encouraging attention to form, but noted that students may feel insecure and uncomfortable in correcting each other’s work.  They also referred to Arnold, Ducate and Kost (2009), who concluded that wikis are effective educational tools, foster collaborative writing and revision behaviours, solve equal contribution issues, and combine the writing process and final product.

They reported on a Vietnamese study where students were asked to do a peer review of each other’s writing, one group using paper, and one using a wiki.  It was found that on average students wrote more than double the number of words on the wiki, and made more than double the number of comments.  The paper group focused more exclusively on the task, but the number of task-related comments by the wiki group was much higher overall.  Students’ feedback on the wiki peer editing process was generally positive, but they noted that it could be fatiguing and inconvenient to read on the screen and to have to go to an internet café for access.

In her talk A new learning space between the course forum and the ‘walls’ of Facebook: A case study of a community of learners of Italian, Marie-Noëlle Lamy reported on a group of learners of Italian at the OU, who created a Facebook group as a way of keeping in touch and continuing to practise language between courses.  Their public Facebook group was observed over a period of 4 months, with a particular focus on the 9 participants who made use of both the institutional Moodle forum set up for the course as well as the Facebook group. Students generally used the target language a far greater proportion of the time on Facebook.

Their posts were analysed using Selwyn’s 2009 ‘Faceworking’ method for analysing text on Facebook, and were found to fall into 6 main categories (e.g., reflections on the course, exchange of practical information, use of humour, etc).  Most categories of communication appeared on both the institutional forum and Facebook, though there was a tendency to exchange more general cultural information on Facebook.

Lamy hypothesised that students might be more wary of publishing in the target language on the institutional forum because they felt monitored by the institution there (though the Facebook group was in fact open to the public). She also wondered whether the anti-/pro-FB polarisation which occurred when the FB group was first set up might have promoted more group solidarity amongst those in the FB group, in turn encouraging risk-taking in the target language. The data are still being investigated as part of an ongoing study.

In my own talk, Language learning in a world of screens:  Customising online spaces, I identified 4 key trends linked to the world of screens in which we now find ourselves, and examined their implications for language teaching and learning:

  • a trend towards multimedia, which allows teachers to tailor materials to students’ varying learning styles, as well as helping students enhance their own language production through judicious use of appropriate media;
  • a trend towards networking, and to the building of personal learning networks, in which there are great opportunities for language practice, especially if students are encouraged to network across linguistic and cultural boundaries;
  • a trend towards mobility of smart devices, which allows just about any real-world context to be turned into a learning environment;
  • a macro-trend towards customisation, which builds on the first three trends.

In their talk Digital natives or mobile natives?, Peter Gobel and Makimi Kano summarised the argument of Prensky, Tapscott, and others that there is a distinct generation of ‘digital natives’, or a ‘net generation’. They noted that numerous studies dispute the existence of such a homogenous generation.

Japan is a highly wired society, with the highest mobile phone ownership in the world.  Gobel and Kano conducted a survey of the technology use of Japanese students to find out to what extent they were in fact ‘digital natives’.  Most described their level of technological competence as ‘fair’, suggesting they were not overly confident about their skills.  Most used their phone rather than a computer to access the internet, and it was found that over half preferred to store pictures on their phones rather than computers, while many others simply stored them on their digital cameras – suggesting the photos never leave the devices on which they were taken, and that students are generally not manipulating digital media at all.  Many students made extensive use of Mixi, Google, Yahoo and YouTube, but there was little awareness of Facebook (though this has changed a little due to the recent movie), MySpace, Flickr and Twitter, or of Moviemaker, iMovie or even GoogleDocs.

Overall, the data collected support Helsper & Enyon’s (2010) conclusion that the Prensky model  is flawed, which suggests that we do in fact need to rethink digital native assumptions.  Indeed, suggested Gobel and Kano, many of today’s learners, at least in Japan, might seen as ‘mobile natives’, because of the extensive use they make of mobile phones. As pointed out during the follow-up questions, phones are actually simpler tools to use as they don’t require or offer the more complex understandings that come with operating a computer.

In her plenary, Technological advances towards enhancement of language learning, Rachel Roxas argued that language teachers should adapt to the technological and multimedia orientation of their students. She outlined recent advances in automated natural language processing software, including Popsicle, MesCH, and Picture Books, highlighting its value for the language learning of the younger generation. There is a need, she suggested, to integrate new technologies into curricula and course materials, as well as to train in-service teachers in particular.

In her plenary, Challenges of establishing virtual communities of practice for teacher professional development in a variety of contexts, Siew Ming Thang spoke about the value of CoPs (communities of practice) for teacher PD. Virtual CoPs have the advantage of not being bound by time and space. She listed the following factors which influence the success of a VCoP:

  • There should be a common goal or purpose;
  • There must be enough time;
  • Ideally, it should be blended with face-to-face interaction;
  • A traditional national or organisational culture may inhibit the flow of knowledge;
  • Valuable information and knowledge must be provided (tacit knowledge, practical experience, hands on solutions – Hinkel 2003);
  • Technology must be readily available.

She reported on a case study where limitations on the success of a VCoP were due to:

  • Lack of trust and rapport (with other CoP members);
  • Concern with suitability;
  • Concern with correctness;
  • Lack of time (especially if the PD does not seem of real value);
  • Problems with technology;
  • Lack of trust (fear of monitoring by managers & institutions).

Amongst the challenges which need to be addressed, she mentioned that there is a conflict between a designed and an emergent community – communities typically form naturally, but some degree of facilitation is vital in a CoP.  She noted, too, that because online communication is mostly text-based, the lack of paralinguistic cues can make it more difficult to build trust between community members. She suggested, finally, that teachers must be willing to engage in change, and that it is important for them to be fully involved in this process.

Technology and culture

In her plenary, Developing intercultural communicative competence through online exchanges: Focus on Asian and Pacific languages, Dorothy Chun explained the adaptations of the Cultura model for exchanges involving Asian and Pacific languages.  The original Cultura project involved French and US students comparing word associations in an online forum. The same principle has now been applied in projects involving languages like Chinese, Japanese, Filipino and Samoan.  In many cases it was found that students did become very reflective about their own and other cultures. However, there are numerous challenges in such projects.  Sometimes, for example, there may be a mismatch between teachers’ pedagogical goals and students’ desire to socialise and make new friends. Large groups may be difficult to manage, and factors like low reading comprehension levels may limit benefits for some.  It can be useful to include audio-visual materials as stimuli for discussion, perhaps particularly among students of high school age.

In summary, Chun listed the following commonalities between the three exchange projects she had described:

  • Students found the experience enjoyable and were motivated to continue studying the L2.
  • Students felt part of a larger language learning community beyond their classrooms.
  • Students were the experts in their own culture, and the multiplicity of voices and knowledge surpassed what a teacher could provide.
  • Students gained new knowledge and understandings.
  • Students were able to discover culture through exploration, moving beyond study into intercultural communication.
  • Students and teachers believed that making the exchange a more integral part of the curriculum would be desirable.

She concluded that the exchanges were authentic (and invaluable) intercultural learning experiences. Teachers were no longer the cultural authorities, but their role was to facilitate communication, promote reflection, and follow up on misunderstandings.  She added that careful planning is necessary to anticipate and manage technological issues, institutional issues, linguistic proficiency discrepancies between groups, comparable participation between groups, and the use of other technologies such as video-conferencing.  She suggested that we should strongly consider making a Cultura-based exchange the primary (if not sole) component of the language curriculum, with task-based interactive activities enhancing both linguistic skills and intercultural communicative competence.

In her plenary, CALL and sociocultural language learning: A reality check, Marie-Noëlle Lamy discussed reasons for the failure of online collaboration projects involving CALL tools.  She noted that early studies of the reasons for such failures focused on cultural factors. However, she went on to argue that we also need to take into account sociopolitical factors and, in particular, power relationships. She suggested that in order to empower students, there must be both explicitness and flexibility on the following three levels:

  • Learning design approach
  • Distributed learning environment
  • Institutional policy

She presented three case studies to demonstrate how the presence or absence of explicitness and flexibility on these levels can affect the degree of empowerment experienced by students.

She also noted that when cultural differences are examined in educational courses, it is not just a case of challenging expectations, but ensuring that participants have the agency to act on what they learn. This is part of the sociopolitical dimension of courses.

In his talk, Intercultural usability of language learning websites, Jeong-Bae Son argued there are at least four kinds of usability to consider in CALL websites: general usability, pedagogical usability, technical usability, and intercultural usability. He observed there has been little research done to date on the intercultural usability of such websites. User interface design of such sites should consider:

  • The source of cultural input & an effective means of interaction;
  • An interface design that facilitates user interactions;
  • Components of the user interface – metaphors, mental models, etc;
  • Cross-cultural issues in the process of website development.

He is currently working on a set of guidelines for designing intercultural language learning websites; an example website can be seen at http://ceklser.org (a Korean resource site).

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