1,158 research outputs found

    Negotiation of meaning via virtual exchange in immersive virtual reality environments

    Get PDF
    This study examines how English-as-lingua-franca (ELF) learners employ semiotic resources, including head movements, gestures, facial expression, body posture, and spatial juxtaposition, to negotiate for meaning in an immersive virtual reality (VR) environment. Ten ELF learners participated in a Taiwan-Spain VR virtual exchange project and completed two VR tasks on an immersive VR platform. Multiple datasets, including the recordings of VR sessions, pre- and post-task questionnaires, observation notes, and stimulated recall interviews, were analyzed quantitatively and qualitatively with triangulation. Built upon multimodal interaction analysis (Norris, 2004) and Varonis and Gass’ (1985a) negotiation of meaning model, the findings indicate that ELF learners utilized different embodied semiotic resources in constructing and negotiating meaning at all primes to achieve effective communication in an immersive VR space. The avatar-mediated representations and semiotic modalities were shown to facilitate indication, comprehension, and explanation to signal and resolve non-understanding instances. The findings show that with space proxemics and object handling as the two distinct features of VR-supported environments, VR platforms transform learners’ social interaction from plane to three-dimensional communication, and from verbal to embodied, which promotes embodied learning. VR thus serves as a powerful immersive interactive environment for ELF learners from distant locations to be engaged in situated languacultural practices that goes beyond physical space. Pedagogical implications are discussed

    Development of English as a Second Language in the Context of Massively Multiplayer Online Role-playing Games

    Get PDF
    This dissertation examined the affordances of commercially developed massively multiplayer online (role-playing) games (MMOGs) for second language (L2) development. It comprises three self-contained but related studies. The first study, as a scoping review, synthesized 32 empirical papers, which investigated different aspects of L2 development in the context of these games. It sought to find out what aspects of L2 learning have been examined and how, and what the findings suggest regarding L2 learning opportunities and outcomes. This study highlighted that empirical research in this area is mainly qualitative and that L2-related affective factors, vocabulary, and communicative competence have been the most widely investigated topics. It concluded that MMOGs afford socially supportive and emotionally safe environments, which encourage L2 learners to use multiple opportunities for enriching their L2 vocabulary and enhancing their communicative competence in the target language. The second study was an exploratory research. It adopted an interactionist approach to characterize the nature of the negotiations of meaning that occurred in the conversational exchanges between native (NES) and non-native English speakers (NNESs) playing World of Warcraft. The data consisted of 63 hours of audio-recorded, in-game conversations over a 5-month period. The participants consisted of an NES and 6 NNESs who were divided into two groups (low and high intermediate) according to their English language proficiency. This study identified and characterized the most frequently occurred triggers, indicators, responses and reaction to the responses in three types of dyadic conversational exchanges. The third study examined L2 development through ―usage-based‖ theories of language learning. It was a time-series (longitudinal) research that examined the trend of changes in the linguistic complexity of the NNESs‘ spoken discourse during a 5-month period of gameplay. This examination involved repeated (in three equally-distributed time intervals) calculations of fourteen syntactic complexity indices and the indices associated with three components of lexical complexity (diversity, sophistication, and density). Overall, the results turned out to be more promising for the low intermediate than the high intermediate group of the NNESs. More detailed findings are presented and discussed in light of the current literature

    Development of English as a Second Language in the Context of Massively Multiplayer Online Role-playing Games

    Get PDF
    This dissertation examined the affordances of commercially developed massively multiplayer online (role-playing) games (MMOGs) for second language (L2) development. It comprises three self-contained but related studies. The first study, as a scoping review, synthesized 32 empirical papers, which investigated different aspects of L2 development in the context of these games. It sought to find out what aspects of L2 learning have been examined and how, and what the findings suggest regarding L2 learning opportunities and outcomes. This study highlighted that empirical research in this area is mainly qualitative and that L2-related affective factors, vocabulary, and communicative competence have been the most widely investigated topics. It concluded that MMOGs afford socially supportive and emotionally safe environments, which encourage L2 learners to use multiple opportunities for enriching their L2 vocabulary and enhancing their communicative competence in the target language. The second study was an exploratory research. It adopted an interactionist approach to characterize the nature of the negotiations of meaning that occurred in the conversational exchanges between native (NES) and non-native English speakers (NNESs) playing World of Warcraft. The data consisted of 63 hours of audio-recorded, in-game conversations over a 5-month period. The participants consisted of an NES and 6 NNESs who were divided into two groups (low and high intermediate) according to their English language proficiency. This study identified and characterized the most frequently occurred triggers, indicators, responses and reaction to the responses in three types of dyadic conversational exchanges. The third study examined L2 development through ―usage-based‖ theories of language learning. It was a time-series (longitudinal) research that examined the trend of changes in the linguistic complexity of the NNESs‘ spoken discourse during a 5-month period of gameplay. This examination involved repeated (in three equally-distributed time intervals) calculations of fourteen syntactic complexity indices and the indices associated with three components of lexical complexity (diversity, sophistication, and density). Overall, the results turned out to be more promising for the low intermediate than the high intermediate group of the NNESs. More detailed findings are presented and discussed in light of the current literature

    Evaluating intelligent personal assistants for L2 listening and speaking development

    Get PDF
    While the use of intelligent personal assistants (IPAs) has exploded in recent years, little is known about their use to promote English as a foreign language (EFL) development. Thus, this study addresses this gap in the literature by examining the in-class use of the IPA, Alexa, among second language (L2) English students to support improvements in listening comprehension and speaking proficiency. The study utilized a quasi-experimental design with an experimental group (n = 13) which took part in a 10-week treatment of student-IPA interaction and a control group (n = 15) which did not. Results from the Mann-Whitney U test found that the experimental group was able to make more significant gains in L2 speaking proficiency. However, a significant difference was not found when comparing improvements in L2 listening comprehension. These findings suggest that IPAs may be a useful tool to promote L2 speaking skills and underscore the necessity for additional research on the emerging technology for language learning

    Better Driving and Recall When In-car Information Presentation Uses Situationally-Aware Incremental Speech Output Generation

    Get PDF
    Kennington C, Kousidis S, Baumann T, Buschmeier H, Kopp S, Schlangen D. Better Driving and Recall When In-car Information Presentation Uses Situationally-Aware Incremental Speech Output Generation. In: AutomotiveUI 2014: Proceedings of the 6th International Conference on Automotive User Interfaces and Interactive Vehicular Applications. Seattle, Washington, USA; 2014: 7:1-7:7.It is established that driver distraction is the result of sharing cognitive resources between the primary task (driving) and any other secondary task. In the case of holding conversations, a human passenger who is aware of the driving conditions can choose to interrupt his speech in situations potentially requiring more attention from the driver, but in-car information systems typically do not exhibit such sensitivity. We have designed and tested such a system in a driving simulation environment. Unlike other systems, our system delivers infor- mation via speech (calendar entries with scheduled meetings) but is able to react to signals from the environment to interrupt when the driver needs to be fully attentive to the driving task and subsequently resume its delivery. Distraction is measured by a secondary short-term memory task. In both tasks, drivers perform significantly worse when the system does not adapt its speech, while they perform equally well to control conditions (no concurrent task) when the system intelligently interrupts and resumes

    Better Driving and Recall When In-car Information Presentation Uses Situationally-Aware Incremental Speech Output Generation

    Get PDF
    Kennington C, Kousidis S, Baumann T, Buschmeier H, Kopp S, Schlangen D. Better Driving and Recall When In-car Information Presentation Uses Situationally-Aware Incremental Speech Output Generation. In: AutomotiveUI 2014: Proceedings of the 6th International Conference on Automotive User Interfaces and Interactive Vehicular Applications. Seattle, Washington, USA; 2014: 7:1-7:7.It is established that driver distraction is the result of sharing cognitive resources between the primary task (driving) and any other secondary task. In the case of holding conversations, a human passenger who is aware of the driving conditions can choose to interrupt his speech in situations potentially requiring more attention from the driver, but in-car information systems typically do not exhibit such sensitivity. We have designed and tested such a system in a driving simulation environment. Unlike other systems, our system delivers infor- mation via speech (calendar entries with scheduled meetings) but is able to react to signals from the environment to interrupt when the driver needs to be fully attentive to the driving task and subsequently resume its delivery. Distraction is measured by a secondary short-term memory task. In both tasks, drivers perform significantly worse when the system does not adapt its speech, while they perform equally well to control conditions (no concurrent task) when the system intelligently interrupts and resumes

    Global Language Variation in Online Writing Instructional Spaces: English as a Lingua Franca Among Global Participants in a Massive Open Online Course

    Get PDF
    Two vectors of the internationalization of US higher education—online courses and student diversity—intersect at a point where a broad mix of culturally and linguistically diverse students enroll in online courses, including writing courses. This study applies an English as a Lingua Franca (ELF) lens to examine language in an online writing environment in order to understand how the participants use their linguistic resources to communicate in English across varieties and around the world. This study employs discourse analysis to two discussion forums from a US-based composition MOOC (Massive Open Online Course). More than three quarters of the MOOC participants came from outside of North America; almost half reported being native English speakers, and an equal amount reported speaking English enough for most situations. One discussion board centered on the concept of ethos and another centered on brainstorming ideas for the final writing project. In examining how global English language users from a variety of linguistic backgrounds discuss writing in these spaces, this study found that participants expressed understanding and valuing of English language variation across time and geographic locations, and they demonstrated accommodation in use of culturally-laden language forms for the global audience through uses of idioms in the discussion posts. Throughout the forums, deviations from English as a native language (ENL) norms occurred, but in these forum spaces, the flow appears to continue with attention on the communicative goal rather than on the non-ENL variations. These findings evidence strong potential for the inclusion of language awareness activities in US composition instruction spaces. Such work aims to create US university writing courses that are more equitable and effective for a global audience, including helping domestic US students develop important intercultural skills to participate in culturally and linguistically diverse arenas

    Lack of lecturer clarity during instruction: Possible reason for poor throughput?

    Get PDF
    In South Africa, students’ academic success in tertiary environments  is generally low, despite governmental or institutional interventions. This article, underpinned by the General  Model of Instructional Communication by  McCroskey, Valencic and Richmond (2004), explores participant lecturers’ perceptions of lecturer clarity during instruction, and their students’. A mixed methods case study was conducted, with a convenience sample of seven lecturers, interviewed and observed in situ. Questionnaires were completed by 252 first year students at a South African university of technology.  Content and statistical analysis of the data revealed that a mismatch existed between lecturers’ perceptions of their own instructional clarity and their students’. The high percentage of students who felt lost during a lecture suggests a high level of instructional dissonance (Evans, 2005) which might account for a less-than desirable academic throughput. We recommend that institutions quality assure lecturers’ oral, written, content and process clarity prior to and during appointment.

    Development of English as a Second Language in the Context of Massively Multiplayer Online Role-playing Games

    Get PDF
    This dissertation examined the affordances of commercially developed massively multiplayer online (role-playing) games (MMOGs) for second language (L2) development. It comprises three self-contained but related studies. The first study, as a scoping review, synthesized 32 empirical papers, which investigated different aspects of L2 development in the context of these games. It sought to find out what aspects of L2 learning have been examined and how, and what the findings suggest regarding L2 learning opportunities and outcomes. This study highlighted that empirical research in this area is mainly qualitative and that L2-related affective factors, vocabulary, and communicative competence have been the most widely investigated topics. It concluded that MMOGs afford socially supportive and emotionally safe environments, which encourage L2 learners to use multiple opportunities for enriching their L2 vocabulary and enhancing their communicative competence in the target language. The second study was an exploratory research. It adopted an interactionist approach to characterize the nature of the negotiations of meaning that occurred in the conversational exchanges between native (NES) and non-native English speakers (NNESs) playing World of Warcraft. The data consisted of 63 hours of audio-recorded, in-game conversations over a 5-month period. The participants consisted of an NES and 6 NNESs who were divided into two groups (low and high intermediate) according to their English language proficiency. This study identified and characterized the most frequently occurred triggers, indicators, responses and reaction to the responses in three types of dyadic conversational exchanges. The third study examined L2 development through ―usage-based‖ theories of language learning. It was a time-series (longitudinal) research that examined the trend of changes in the linguistic complexity of the NNESs‘ spoken discourse during a 5-month period of gameplay. This examination involved repeated (in three equally-distributed time intervals) calculations of fourteen syntactic complexity indices and the indices associated with three components of lexical complexity (diversity, sophistication, and density). Overall, the results turned out to be more promising for the low intermediate than the high intermediate group of the NNESs. More detailed findings are presented and discussed in light of the current literature
    • 

    corecore