Evaluating Digital Applications for Language Learning: Outcomes and Insights

Inke Schmidt
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引用次数: 1

Abstract

Background The use of digital media for foreign language learning has been an important topic for years. The possibility of learning with authentic audio-visual material, of communicating with native speakers and being nearly location- and time-independent is a great advantage [Lehner et al., 2008] for learners. Moreover, the number of teenagers who regularly play digital games has grown significantly in the last few years [JIM, 2012]. The project HeaLinGO (Health and Language Integrated Gaming Online), a European-funded initiative established at the Leuphana University (Lueneburg) in 2013, has initiated an evaluation of digital games for foreign language learning (Becker, 2005; Cornollie, 2012; Gee, 2009; Prensky, 2007; Rama, 2012; Sørensen, 2007; Thorne, 2001). In this context "games" are defined as any application with game elements, accordingly the term includes learning platforms and a range of "apps" (Deterding et al., 2011, Werbach, 2012). The first goal of the project was to develop a comprehensive evaluation tool to facilitate the examination of existing applications in this field in terms of both foreign language didactics and digital game-based pedagogy. In addition to providing initial insights into the available digital tools, this data will be made available in a public database for potential language learners, parents, teachers, and researchers to find appropriate language learning programs for their individual purposes. Methods The HeaLinGO researchers developed a survey with more than 80 items (a combination of multiple choice questions and those with open-ended response fields ) identifying the special characteristics of applications for foreign language learning. The questionnaire examined issues in the following categories: background information, didactic analysis, game design, usability, multimedia elements and academic basis. The researchers tested 50 applications and conducted further research into available data about individual programs and tools. Their findings contributed to the development a comprehensive data set for further analysis. This data, analyzed with SPSS 21, forms the basis of results discussed below. Results Preliminary results from the 50 applications tested reveal a number of trends that give insights into the existing state of digital games for foreign language learning. Given that the majority of games and gamified applications emphasize receptive over productive skills, it is questionable whether existing offerings can instruct across the entire range of competencies necessary for second language acquisiton. The overwhelming emphasis on vocabulary and grammar instruction reflects behaviourist pedagogical methods that ignore the situative, task-based, and authentic learning contexts found in progressive foreign language classrooms. Existing platforms, games, and apps struggle with combining strong game design with effective educational design. Conclusion The development of educational games is a complex issue. It seems that that didactic demands and the technological possibilities are often at odds. Despite these challenges, there are some well-designed applications for specific purposes. While testing of applications continues, results thus far indicate some of the difficulties of both designing and implementing applications for language learning in educational settings. By identifying these challenges, it is hoped that some of these obstacles can be better defined and thus addressed.
评估语言学习的数字应用:结果和见解
多年来,数字媒体在外语学习中的应用一直是一个重要的话题。对于学习者来说,使用真实的视听材料学习、与母语人士交流以及几乎不受地点和时间的影响是一个很大的优势[Lehner等人,2008]。此外,经常玩数字游戏的青少年人数在过去几年里显著增长。由欧洲资助的Leuphana大学(Lueneburg)于2013年发起的HeaLinGO(健康和语言集成游戏在线)项目,已经开始评估数字游戏对外语学习的影响。Cornollie, 2012;哎呀,2009;Prensky, 2007;罗摩,2012;Sørensen, 2007;索恩,2001)。在这种情况下,“游戏”被定义为任何带有游戏元素的应用,因此该术语包括学习平台和一系列“应用”(Deterding等人,2011;Werbach, 2012)。该项目的第一个目标是开发一个全面的评估工具,以促进在外语教学和数字游戏教学方面对该领域现有应用的审查。除了提供对现有数字工具的初步见解外,这些数据还将在公共数据库中提供给潜在的语言学习者,家长,教师和研究人员,以便为他们的个人目的找到合适的语言学习计划。方法:HeaLinGO的研究人员开发了一项包含80多个项目(选择题和开放式回答领域的组合)的调查,以确定外语学习应用程序的特点。调查问卷调查了以下类别的问题:背景信息、教学分析、游戏设计、可用性、多媒体元素和学术基础。研究人员测试了50个应用程序,并对单个程序和工具的可用数据进行了进一步的研究。他们的发现为进一步分析提供了一个全面的数据集。这些数据,用SPSS 21分析,形成了下面讨论的结果的基础。测试的50个应用程序的初步结果揭示了一些趋势,这些趋势可以深入了解用于外语学习的数字游戏的现状。考虑到大多数游戏和游戏化应用程序强调接受能力而不是生产能力,现有的产品是否能指导第二语言习得所需的全部能力是值得怀疑的。过分强调词汇和语法教学反映了行为主义的教学方法,忽视了在进步型外语课堂中发现的情境、任务型和真实的学习环境。现有的平台、游戏和应用很难将强大的游戏设计与有效的教育设计结合起来。教育游戏的开发是一个复杂的问题。似乎教学的要求和技术的可能性经常是不一致的。尽管存在这些挑战,但仍有一些针对特定目的设计良好的应用程序。虽然应用程序的测试仍在继续,但迄今为止的结果表明,在教育环境中设计和实施语言学习应用程序存在一些困难。通过确定这些挑战,希望能够更好地界定和解决其中一些障碍。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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