{"title":"Mobile Lenses on Learning: Languages and Literacies on the Move","authors":"Talip Gonulal","doi":"10.1558/CJ.41597","DOIUrl":"https://doi.org/10.1558/CJ.41597","url":null,"abstract":"","PeriodicalId":357125,"journal":{"name":"the CALICO Journal","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-02-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125333475","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Teachers’ Perceptions and Experiences with CALL for the Newly Arrived in Swedish as a Second Language","authors":"A. Hell, S. Sauro","doi":"10.1558/CJ.41169","DOIUrl":"https://doi.org/10.1558/CJ.41169","url":null,"abstract":"","PeriodicalId":357125,"journal":{"name":"the CALICO Journal","volume":"70 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-01-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130467053","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Application of Immersive Virtual Reality to Pragmatics Data Collection Method: Insights from Interviews","authors":"Naoko Taguchi","doi":"10.1558/CJ.41136","DOIUrl":"https://doi.org/10.1558/CJ.41136","url":null,"abstract":"","PeriodicalId":357125,"journal":{"name":"the CALICO Journal","volume":"64 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-01-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125514740","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Jaya Kannan, Sara J. Brenneis, Sanam Nader-Esfahani
{"title":"Galleries of Language : Maker‑Centered Learning and the Language and Culture Classroom","authors":"Jaya Kannan, Sara J. Brenneis, Sanam Nader-Esfahani","doi":"10.1558/CJ.40995","DOIUrl":"https://doi.org/10.1558/CJ.40995","url":null,"abstract":"The use of digital exhibitions in two advanced language and culture courses within a liberal arts curriculum provides an innovative pedagogical approach to promoting language learning and critical analysis. This article proposes a pedagogy to incorporate Maker-Centered Learning (MCL), the framework that emerged from a Harvard Graduate School of Education research project, Agency by Design (AbD) in 2012, into language courses. Through the lens of the three indicators (“looking closely,” “exploring complexity,” and “finding opportunity”) and related descriptors put forward by the AbD project, the analysis of the two language courses— one French and the other Spanish—as case studies reveals how, despite differences in course objectives and design, they achieved similar results by (1) facilitating learner autonomy, (2) developing learner communities, and (3) fostering learning on a continuum by going beyond the classroom. We demonstrate that creative projects made possible through digital tools can generate opportunities for engaging with language, literature, and culture in ways that transform students into collaborators and creators of knowledge. This approach consequently displaces the MCL framework from its more traditional association with Science, Technology, Engineering and Maths (STEM) fields, and bolsters the claims of scholars who view the arts and humanities as equally fertile ground for its application. The pedagogical methodology detailed here could be replicated in any language classroom.","PeriodicalId":357125,"journal":{"name":"the CALICO Journal","volume":"93 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-11-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133311411","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Make It So: Leveraging Maker Culture in CALL","authors":"S. Dubreil, G. Lord","doi":"10.1558/CJ.42531","DOIUrl":"https://doi.org/10.1558/CJ.42531","url":null,"abstract":"","PeriodicalId":357125,"journal":{"name":"the CALICO Journal","volume":"336 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-11-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134372896","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Making Podcasts in the Collegiate French Writing Course","authors":"H. Allen, Sarah Gamalinda","doi":"10.1558/CJ.40912","DOIUrl":"https://doi.org/10.1558/CJ.40912","url":null,"abstract":"This study argues for grounding the teaching of presentational communication in a foreign language (FL) in Making- and Design-related concepts. We use the example of creating personal narrative podcasts in an advanced collegiate FL course to demonstrate how these concepts facilitate student learning outcomes in relation to genre awareness, digital literacy, and student engagement in presentational writing and speaking. A description is provided of the process of gaining understanding and carrying out thematic, generic, linguistic, and technical components of podcasting—a task that student self-reflections revealed as challenging yet ultimately rewarding.","PeriodicalId":357125,"journal":{"name":"the CALICO Journal","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-11-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132469386","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
F. Cornillie, Judith Buendgens-Kosten, S. Sauro, J. Veken
{"title":"“There’s always an option” : Collaborative Writing of Multilingual Interactive Fanfiction in a Foreign Language Class","authors":"F. Cornillie, Judith Buendgens-Kosten, S. Sauro, J. Veken","doi":"10.1558/CJ.41119","DOIUrl":"https://doi.org/10.1558/CJ.41119","url":null,"abstract":"In the digital wilds, thriving storytelling practices (often in transcultural and multilingual contexts) share with Maker culture a belief in learning through doing, bricolage, collaboration, and playfulness. Key examples are fanfiction, a form of creative writing that transforms popular media in some way, and interactive fiction, a form of nonlinear narrative that verges on the world of gaming. This paper documents a pedagogical intervention carried out within the FanTALES project, which leverages creative writing and meaning-making practices from the digital wilds, in order to develop teaching and learning activities that engage secondary school learners in the writing of multilingual interactive fanfiction. Adolescent learners of English as a foreign language (N=21) wrote multilingual interactive fanfiction based on the digital game series Assassin’s Creed. Qualitative content analysis of focus groups with these learners suggests that they experienced intrinsic motivation and developed skills in language and storytelling as well as transversal competences. They also dealt with a lowered sense of autonomy due to the open-endedness of the tasks, and struggled with a lack of sufficient knowledge about storytelling practices and the source text, as well as with project management. Potential improvements for the pedagogical implementation include more scaffolding of the tasks, and better integration with curriculum and assessment.","PeriodicalId":357125,"journal":{"name":"the CALICO Journal","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-11-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132618696","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Insider Spaces : Hands-on with XR in the Global Languages & Cultures Room","authors":"S. Caspar","doi":"10.1558/CJ.41528","DOIUrl":"https://doi.org/10.1558/CJ.41528","url":null,"abstract":"Adult learners benefit from a playful approach to learning (Whitton, 2018). Similarly, students experiencing immersive learning using virtual reality headsets can benefit from a playful and exploratory approach to language and culture learning (Arnold, 1979), which includes the opportunity to experiment and create content using accessible, code-free, and easy-to-adopt media and Maker techniques. This article proposes that this kind of content creation projects for students can result in an increased understanding and appreciation of the affordances of immersive technologies, especially when applied to cultural learning and second language acquisition. In these projects, students produce outcomes by learning to work together, use tools, develop skills, and reflect on their place within the work, as artistmakers, as language learners, and as creators of culture. Learners are encouraged to reflect on their process of Making, and in doing so broaden that reflection to encompass ideas around culture and language, the essence of their creative process coming from conceptual inquiry as much as from the practical Making. We propose ways to adopt immersive technologies and use a dedicated Maker and creator space to facilitate effective innovative language and culture pedagogy— one that might better support learning through creative exploration.","PeriodicalId":357125,"journal":{"name":"the CALICO Journal","volume":"94 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-11-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131142770","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Integrating and Assessing the Use of a “Makerspace” in a Russian Cultural Studies Course: Utilizing Immersive Virtual Reality and 3D Printing for Project-Based Learning","authors":"Elizabeth Enkin, Olha Tytarenko, Eric Kirschling","doi":"10.1558/CJ.40926","DOIUrl":"https://doi.org/10.1558/CJ.40926","url":null,"abstract":"This article discusses the development of an immersive virtual reality (VR)- infused Makerspace for experiential learning. Students in an advanced-level Russian course used a Makerspace to complete a three-part project aimed at language and cultural learning through art and presentational speaking. Participants completed a survey about their experience at the end of the project, thus providing some data by which to assess its success. Students used Oculus Rift headsets to view 360-degree target-culture images and engaged in a handson sculpting activity that resulted in printing 3D models. Learners also used iPads for a painting activity, which was then compared with the VR sculpting task. The survey results showed that the Makerspace, and using VR in particular, was a success. Positive outcomes included facilitating task motivation, fostering speaking and artistic creativity, enabling deeper learning and focus on the task, assisting with cultural development, and enjoying learning by doing/making. Suggestions for future Makerspace projects in language labs are discussed.","PeriodicalId":357125,"journal":{"name":"the CALICO Journal","volume":"330 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-11-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133118012","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}