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The Learner in Changing CALL Environments Glenn Stockwell Hayo Reinders Philip Hubbard Jozef Colpaert Cynthia White  EUROCALL Bordeaux  10 September 2010
Overview ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Introduction to AILA ReN ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
CALL in and out of the classroom ,[object Object]
Developments in CALL ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Emerging technologies ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Emerging technologies ,[object Object],[object Object],[object Object]
Emerging technologies ,[object Object],[object Object]
Emerging technologies ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Changing environment ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Changing environment ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Learn English or Die! The Role of Computer Games on Willingness to Communicate  (an exploratory study)
2)  "Psychosocial Moratorium" Principle Learners can take risks in a space where real-world consequences are lowered. 3)  Practice Principle Learners get lots of practice in a context where the practice is not boring (i.e., in a virtual world that is compelling to learners on their own terms and where the learners experience ongoing success).  1)  Active, Critical Learning Principle All aspects of the learning environment (including the ways in which the semiotic domain is designed and presented) are set up to encourage active and critical, not passive, learning.
[object Object],[object Object],[object Object]
Iphone games
Iphone games
Iphone games
Quantity and quality of L2 interaction  
Quantity and quality of L2 interaction   Quest 1 Quest 2 Quest 3 Written Oral Written Oral Written Oral Self-corrections 6 17 8 16 11 18 Clarification requests 10 21 4 19 4 23 Confirmation checks  0 18 0 16 0 17
WILLINGNESS TO COMMUNICATE   Perceived proficiency in L2 interaction 2.4 Anxiety to communicate  in L2 3.8 Willingness to communicate in L2 2.4 Chat Oral Willingness to communicate in games 4.4 3.9
 
Hayo Reinders  www.innovationinteaching.org
Critical Adaptive Learning & Affect ,[object Object],[object Object],[object Object],[object Object],[object Object]
 
Overarching theme:  “Globalisation & Localisation: opportunities and challenges” Im Gespr ä ch mit Robbie Williams Body Art Magazin, 05 December 2007  Chinese nurses could  Help shortage NZ Herald, April 9, 2008   Maori Russian dolls  made in China, sold in NZ   The Dominion Post, 12 April 2008   Pure New Zealand America’s Cup Valencia Tourism NZ, 13 April, 2007
 
Hannah:   Getting an idea of what people think globalisation might be a good place to start? strutti:  Yes of course Hannah, thank you! Hannah:   I mean, not very long ago I thought it meant McDonalds... Critical adaptive learning Hannah:  I just thought about the problem  how we want to integrate the aspect of "opportunities and challenges"  in our project? Or do we want to figure out the  relationship between NZ and Germany  and illustrate opportunities and challenges in this special case....? Jan:  So, our task today is maybe … anyway to try to define steps, too, as it was indicated at your ehm thread. We all did some research on the internet and  maybe we could try to clear out some … questions or some structure of our presentation which we have to hold on ...in June , we have to hold our presentation in June
Q2. Would you get one? Yes - no-one No - 12 males, 14 females. Full face on males. Q1 Do you like/dislike them ? Males - 1 like, 9 dislike, 3 don't care. Females - 1 like, 12 dislike. Q2. Would you get one ? No - 12 males. Chin Tattoos on females. Q1. Do you like/dislike them ? Males - 1 like, 10 dislike. Females - 4 like, 7 dislike, 2 don't care. Q2. Would you get one ? No - 14 Females. 26 people replied - 12 males (11 Pakeha, 1 Maori/Pakeha), 14 females (all Pakeha).   Not everyone answered every question.   3 males, 5 females are aged between 20-29.   2 males, 2 females are aged between 30-39.  3 males, 3 females are aged between 40-49. 4 males, 4 females are aged between 50-59. Tattoos Q1. Do you like or dislike them? Males - 3 like, 4 dislike, 5 don't care. Females - 9 like, 3 dislike, 2 don't care. Q2. Do you have one? Yes - 3 males, 3 females No - 8 males, 9 females. Q3. Would you get one? Yes - 1 male, 3 females No - 8 males, 5 females. Maybe - 3 males, 1 female.  Ta Moko  - body art . Q1 Do you like/dislike them? Males - 4 like, 5 dislike, 5 don't care. Females - 8 like, 2 dislike, 3 don't care. Outputs:  Data collection Sharing the world  of Nelson
Feedback Ich habe dieses Projekt interessant gefunden,  besonders die Zusammenfassung und die Interpretation der Fragebögen . Allerdings habe ich es nicht auf dem Schirm gehabt, dass die Studenten in Deutschland auf Englisch schreiben müssen, und sie deshalb eventuell eher mehr Arbeit bereitet habe als weniger, aber  wir haben es zusammen geschafft . Was ich ja ein bisschen schwerig fand, war  die Fragebögen zu analysieren ohne schon etwas in sie hineinzuinterpretieren.  Zum Beispiel hatte ich ein großes Problem mit BB gehabt, weil er mir so auf die Nerven ging,  da einige seiner Antworten nicht mit anderen seiner Antworten zusammenpassten ,  aber letztendlich habe ich es doch bewältigt.  I found participation in this project with the German students a good opportunity to improve my German language, as well as build new friendships, which I would not otherwise have. ... Language practice Social networking Intellectual challenge Joint achievement Personal achievement
Affective Control ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Ideal Self  (White & Ding 2009) ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
EUROCALL 2010 White, C. (2007). Focus on the language learner in an era of globalization: tensions, positions and practices  in technology-mediated language teaching.  Language Teaching, 40 (4): 321-326. White, C. & Ding, A. (2009). Identity and self in e-language teaching. In Z. Dörnyei & E. Ushioda (Eds.)  Motivation, Language Identity and the L2 Self.  Clevedon, England: Multilingual Matters. Pp. 333-349. Bown, J., & White, C. (in press). A social and cognitive approach to affect in SLA.  International Review of  Applied Linguistics in Language Learning  48 (4) . Bown, J., & White, C. (in press). Affect in a self-regulatory framework for SLA.  System: An International  Journal of Educational Technology and Applied Linguistics Vom Brocke, J., White, C., Walker, U. and vom Brocke, C. (2010). Making User-Generated Content Communities Work in Higher Education - On the Importance of Incentive Setting. In U.D. Ehlers and D. Schneckenberg (eds.). Changing Cultures in Higher Education - Moving Ahead to Future Learning, 149-166. Springer.
CALL Learner Training ,[object Object]
Conceptualizing CALL Learner Computer Learning Objectives Peer Teacher Other Materials “ Computer” is more than a single physical device: includes CPU, interface, network & peripherals Levy & Hubbard (2005)
Argument for learner training ,[object Object],[object Object],[object Object]
Goal of CALL learner training ,[object Object],[object Object]
Evidence for learner training ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Types of learner training ,[object Object],[object Object],[object Object],[object Object],[object Object]
Integrating learner training ,[object Object],[object Object],[object Object],[object Object]
References ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Designing for personal goals ,[object Object]
Focus on the learner ,[object Object],[object Object],[object Object],[object Object],[object Object]
Motivation ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Personal goals ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Personal goals ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
[object Object]
Discussion questions ,[object Object],[object Object],[object Object],[object Object],[object Object]

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Eurocall 2010 panel on call and the learner

  • 1. The Learner in Changing CALL Environments Glenn Stockwell Hayo Reinders Philip Hubbard Jozef Colpaert Cynthia White EUROCALL Bordeaux 10 September 2010
  • 2.
  • 3.
  • 4.
  • 5.
  • 6.
  • 7.
  • 8.
  • 9.
  • 10.
  • 11.
  • 12. Learn English or Die! The Role of Computer Games on Willingness to Communicate (an exploratory study)
  • 13. 2) "Psychosocial Moratorium" Principle Learners can take risks in a space where real-world consequences are lowered. 3) Practice Principle Learners get lots of practice in a context where the practice is not boring (i.e., in a virtual world that is compelling to learners on their own terms and where the learners experience ongoing success). 1) Active, Critical Learning Principle All aspects of the learning environment (including the ways in which the semiotic domain is designed and presented) are set up to encourage active and critical, not passive, learning.
  • 14.
  • 18. Quantity and quality of L2 interaction  
  • 19. Quantity and quality of L2 interaction   Quest 1 Quest 2 Quest 3 Written Oral Written Oral Written Oral Self-corrections 6 17 8 16 11 18 Clarification requests 10 21 4 19 4 23 Confirmation checks 0 18 0 16 0 17
  • 20. WILLINGNESS TO COMMUNICATE   Perceived proficiency in L2 interaction 2.4 Anxiety to communicate in L2 3.8 Willingness to communicate in L2 2.4 Chat Oral Willingness to communicate in games 4.4 3.9
  • 21.  
  • 22. Hayo Reinders www.innovationinteaching.org
  • 23.
  • 24.  
  • 25. Overarching theme: “Globalisation & Localisation: opportunities and challenges” Im Gespr ä ch mit Robbie Williams Body Art Magazin, 05 December 2007 Chinese nurses could Help shortage NZ Herald, April 9, 2008 Maori Russian dolls made in China, sold in NZ The Dominion Post, 12 April 2008 Pure New Zealand America’s Cup Valencia Tourism NZ, 13 April, 2007
  • 26.  
  • 27. Hannah: Getting an idea of what people think globalisation might be a good place to start? strutti: Yes of course Hannah, thank you! Hannah: I mean, not very long ago I thought it meant McDonalds... Critical adaptive learning Hannah: I just thought about the problem how we want to integrate the aspect of "opportunities and challenges" in our project? Or do we want to figure out the relationship between NZ and Germany and illustrate opportunities and challenges in this special case....? Jan: So, our task today is maybe … anyway to try to define steps, too, as it was indicated at your ehm thread. We all did some research on the internet and maybe we could try to clear out some … questions or some structure of our presentation which we have to hold on ...in June , we have to hold our presentation in June
  • 28. Q2. Would you get one? Yes - no-one No - 12 males, 14 females. Full face on males. Q1 Do you like/dislike them ? Males - 1 like, 9 dislike, 3 don't care. Females - 1 like, 12 dislike. Q2. Would you get one ? No - 12 males. Chin Tattoos on females. Q1. Do you like/dislike them ? Males - 1 like, 10 dislike. Females - 4 like, 7 dislike, 2 don't care. Q2. Would you get one ? No - 14 Females. 26 people replied - 12 males (11 Pakeha, 1 Maori/Pakeha), 14 females (all Pakeha).  Not everyone answered every question.   3 males, 5 females are aged between 20-29.   2 males, 2 females are aged between 30-39. 3 males, 3 females are aged between 40-49. 4 males, 4 females are aged between 50-59. Tattoos Q1. Do you like or dislike them? Males - 3 like, 4 dislike, 5 don't care. Females - 9 like, 3 dislike, 2 don't care. Q2. Do you have one? Yes - 3 males, 3 females No - 8 males, 9 females. Q3. Would you get one? Yes - 1 male, 3 females No - 8 males, 5 females. Maybe - 3 males, 1 female. Ta Moko  - body art . Q1 Do you like/dislike them? Males - 4 like, 5 dislike, 5 don't care. Females - 8 like, 2 dislike, 3 don't care. Outputs: Data collection Sharing the world of Nelson
  • 29. Feedback Ich habe dieses Projekt interessant gefunden, besonders die Zusammenfassung und die Interpretation der Fragebögen . Allerdings habe ich es nicht auf dem Schirm gehabt, dass die Studenten in Deutschland auf Englisch schreiben müssen, und sie deshalb eventuell eher mehr Arbeit bereitet habe als weniger, aber wir haben es zusammen geschafft . Was ich ja ein bisschen schwerig fand, war die Fragebögen zu analysieren ohne schon etwas in sie hineinzuinterpretieren. Zum Beispiel hatte ich ein großes Problem mit BB gehabt, weil er mir so auf die Nerven ging, da einige seiner Antworten nicht mit anderen seiner Antworten zusammenpassten , aber letztendlich habe ich es doch bewältigt. I found participation in this project with the German students a good opportunity to improve my German language, as well as build new friendships, which I would not otherwise have. ... Language practice Social networking Intellectual challenge Joint achievement Personal achievement
  • 30.
  • 31.
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Notas do Editor

  1. 1. Glenn & Hayo: Intro  (5 mins) 2. Glenn: Learning in and out of the classroom in changing CALL environments (12 mins) 3. Hayo: Computer games (12 mins) 4. Cynthia: Distance learning (12 mins) 5. Break (5 mins) 6. Phil: Learner training (12 mins) 7. Jozef: Personal goals in design (12 mins) 8. All panel members: Views on questions raised in abstract (5-10 mins) 9. Open to audience (10-15 mins)
  2. In games such as World of Warcraft, learners can collaborate to achieve game objectives either with other learners or with other people. As the name suggests, Massively Multiplayer Online Role Playing Games entail a large number of people to be online from a range of different language backgrounds, so this can afford learners opportunities for authentic interaction. Hayo will discuss this issue in more depth shortly.
  3. Overarching, interdisciplinary: to accommodate mutual curricular demands; able to integrate existing course materials (e.g. contemporary topics from textbook)
  4. Range of constructive criticism and... Audio: Steph’s thanks