Oct 18, 2011

Gaming, mobile technology and second-language learning


The reading this week combines most elements I'm fascinated in the research: mobile learning, design-based research and second language learning. A good design of gaming environment brings all of the elements possible and meaningful: Learning second language in an authentic environment which engage students and transform students' learning. 

What constitutes a good game? I think Susan brought up two of the most essential questions: which games did you like most when you were a kid? Are there any games you like playing now? By answering the questions we may find the keys of her third questions: In what ways do you think games can be used for teaching and learning. Suzan encouraged us to think broad, not just narrowing the concepts of games to video games.

As a typical girl who grown in the traditional chinese society (I hate to say it's typical, but somewhat it is true), I was not interested in motion games. Instead, I loved to play something at home, no matter it is a role-playing game in the house or a poker game. I loved to stay calm, with my brain turning and can't stand too much excitement. It's a pity to me for not participating more games which involve motion skills in my childhood. Now I love to play such games through Nintendo Wii. In addition, I also love playing the game Smurfs' Village on my iPad, which allows me to build a customized village by following the Smurfs' story.

By analyzing several games I stated above, I listed some elements in these game which may provide as inspirations to design educational games:

  • A good game may have some problem-solving designs, which allow players to apply their prior knowledge and reasoning skills, either individually or collaboratively, in a virtual, but save and authentic environments.
  • A good game is always engaging and challenging, which provide playersmotivation to keep playing with given rewards or instant feedbacks.
  • Last but not the lease, a good game need to have a good narrative/storytelling, which sequences all other exciting elements, to help players achieve their goals. 

We've learned that in both adventure learning course and the online learning course. A successful narrative not only describe the legitimates and details, but also has a "hook," a tension and release, so that readers/players will feel sense of self-achievement by experiencing the "ah-ha" moment came afterward. 

So let's come back to the Holden and Sykes article. The article presents a good example of constituting these key elements together by informing a design-based research. This is the first DBR research article I read carefully and thoroughly. Therefore, I particular paying my attention to how they design the research, how they collect and presents their data, and how the research connected to second language learning. I think they are doing a great job to explain the background of augmented reality, their focus of the importance of "place" in language learning, and how they use mobile technology to bring these idea possible in a college Spanish course setting. I appreciate how they utilize the Spanish speaking environment provided around the campus of U of New Mexico, which may be the biggest strength to incorporate culture context in this research. The Los Greigos town itself, also provided the perfect setting to preserve the essence of Spanish Colonization. The author also stated clearly about the story setting and tasks designed to the learners in the article. Multiple data sources such as quantitative data gathered by the game system and qualitative data collected from pre-survey, observations and interviews and how these data to be triangulated are also well-presented.

Except for analyzing the pattern of learners' using the program, as a reader, I want to know further how student learn and what student learn through this process. Of course we know that the spirit of DBR is not comparing or measuring the differences of students' learning outcomes. Instead, the DBR researchers seek to understand how students "experience" through the design. The research provide some qualitative data to show how students change their attitude toward this program by comparing the findings from pre-survey and interview.  However, the discussion is not enough for me to draw a picture of students' perceptions and experience of learning Spanish through the program.

There is a "5C" standards published by American Council on the Teaching of Foreign Language (ACTFL) : Communication, Culture, Connections, and Communities. The Mentira program actually connected their designs to the standards very well. The program not only "stresses the use of language for communication in "real life" situations but also enables students "experiencing other cultures develops a better understanding and appreciation of the relationship between languages and other cultures," encourages students to "to compare and contrast languages and cultures" and extends students learning experiences "from the world language classroom to the home and multilingual and multicultural community emphasizes living in a global society." I'm looking forward to see how the researchers continue to work with language educators and improve their design for more extensive pedagogical needs in second language field in the future.

Oct 11, 2011

How can researchers' measure students' motivation, volition and attitude toward technology?

Or we can re-phase that sentence to: how can researchers measure students' motivation, volition and attitude of a technology-integrated course?

The article Sarah provided is very interesting. To me, it is obviously a very "learning science" article. It followed a very traditional quantitative research design. It is quasi-experimental, which means the participants are not randomly sampled, but researchers randomly assigned the participants to two treatment groups and also randomly assigned the teachers to different treatment groups. Independent variable is whether the group receive MVEM or not. There are 4 dependent variables to be measured: students' motivation, students' volition, students' attitude toward technology, and students' performance score. One-way ANOVA is used to determine if variance of homogeneity is fulfilled during the pre-test and if there is are significant results of difference two treatment groups in regards of four different dependent variables.  A abbreviated survey was designed to apply in the middle of the courses to measure the motivation and volition levels of individual student in order to provide appropriate instructional message via email.

Unfortunately the results of students' motivation and performance didn't meet the researchers' expectation that had significant different after the MVEM, but it has the positive effect on students' volition and attitude.   The researchers explained that could be attribute to students already had high motivation from the beginning of the class. The authors also  estimated that students will spend 30 mins. to read the message they send,  optimistically assumed that the reading time will be increased by 2.5 hrs if it is a semester-long study. How did they estimate the time? Will students' motivation, volition and attitude be increased linearly regarding time increases?

Another interesting point that brought by the researcher in the implication section is they way they encourage practitioners (online instructor)  to apply MVEM to enhance students' motivation, volition and attitude toward technology integration. They stated:
"An outside observer might note that MVEM seem promising but simply are not feasible due to the time it would take to create customized MVEM for each student. However, it would not necessarily require a great time commitment on the part of instructors. Audience analysis is something that all good instructors do anyway" (p.107).
They even proposed to develop an automated system to recognize the volitional and motivational patterns of students. I strongly disagree the way they want to interact with students based on my personal teaching philosophy. I don't think students' reflection can be easily measured and analyzed by the computer. To provide appropriate feedbacks and formative assessment has always been a job of instructors and it is always time-consuming. Nonetheless, the research was framed by positivism paradigm. To me, it is cognitivist even behaviorist, which means, everything can be measured and controlled. Students' learning can be stimulated by instructional messages that researchers provided. You give the message, they received then they should react with proper behavior. It's a little pity they didn't collect any qualitative data, such as student' essay, which may become evidence to help triangulate their results.

At the end of the reflection, I just want to mention ARCS model, which I believe I've read it in Reiser's book. However, the book is in my boxes on the way to Houston so I don't have a chance to check it out. Here I attach a diagram from the Internet, which I think will explain the model more explicitly by dividing it into several steps: