Presentation on theme: "CALL and the L2 Curriculum Robert Blake UC Davis, MLA/AAUSC session--Los Angeles January 7, 2011."— Presentation transcript:
CALL and the L2 Curriculum Robert Blake UC Davis, MLA/AAUSC session--Los Angeles January 7, 2011
Why do it? Tracy Terrell, Natural Method (1983) –“keep them happy!”
EXPERT: 10,000 hours Malcolm Gladwell: Outliers (2008) –Bill Gates, UW “Timesharing” To reach level 3: –700 h. for Romance –1,500+ for category IV lgs. –2,400 h. in 4-yr. B.A. Classes: 150/yr. (50 X 3) Home study: /yr X 4 = 2,400 hours at end of B.A.
The New People (our students) On November 9, 2004, $125 million was spent on the first day release of Halo 2 Facebook, social computing Texting Mobile apps Brave New World? Our “new students” are captivated by technology
Which technology and how? Blended (curriculum assisted by tech) Hybrid (half in class + half online) –The best of both worlds? (SRI meta-analysis) Virtual (all online) –Asynchronous only –Synchronous component added: Text chat-IM Video/audio/text chat
The Ideal Hybrid Learner? (Blake & Arispe, forthcoming) Study of 64 L2 hybrid learners’ course outcomes correlated with: –Personality traits (Big Five Inventory) Extraversion, agreeableness, conscientiousness, neuroticism, openness auditory, kinetic, visual –Verbal abilities (Shipley Living Scale) Verbal intelligence, abstract intelligence –Learning Preferences 2 days in class Online “textbook” TESOROS (www.tesoros.es)www.tesoros.es Wimba Classroom chats with two peers and instructors once a week.
Distance Learning in the UC Spanish Without Walls--UC Davis Extension Spanish 2V-3V, UC Davis main campus Arabic Without Walls--UC Irvine Punjabi Without Walls--UCSB, Fall 2011 Quechua, UCLA, in progress Filipino, in progress New UC online pilot project
Types of CALL: Tutorial CALL –Discrete programs (Rosetta Stone, Hot Potatoes, WordChamp) –iCALL (e-Tutor, Robo-sensei, Tagarela) –Mobile Apps (MindSnacks, Arabic Flash Cards) –LangBot (S. Payne, Amherst College) CMC (computer-mediated communication) Telecollaboration (tandem via videoconferences) Social Computing (Facebook, LiveMocha, SL) Games (WoW, Xenos Isle)
Langbot A vocabulary “IM buddy” Translations of words and collocations Program learns as it goes All data archived for research
E-Tutor Heift, T. (2010). Developing an intelligent language tutor. CALICO Journal, 27, E-Tutor has traced the L2 interlanguage of over 5,000 students over a period of five years.
What about games? Blake, GUP (2008) No chapter on games
Educational Games 2006 Summit on ed games: “Harnessing the Power of Videogames for Learning” (2006) Students only remember: –10% of what they read, –20% of what they hear; –30% if they see visuals, too; –50%, if they watch someone model something while explaining it; –90% if they engage in the job themselves, even if only as a simulation
Characteristics of a game Designed experience Role playing Agency Hypothesis testing Practice and feedback on demand
Prensky (2001) Games are a form of fun. That gives us enjoyment and pleasure. Games are a form of play. That gives us intense and passionate involvement. Games have rules. That gives us structure. Games have goals. That gives us motivation. Games are interactive. That gives us doing. Games have outcomes and feedback. That gives us learning. Games are adaptive. That gives us flow. Games have win states. That gives us ego gratification. Games have conflict/competition/challenge/opposition. That gives us adrenaline. Games have problem solving. That sparks our creativity. Games have interaction. That gives us social groups. Games have representation and story. That gives us emotion.
Gee (2007) Critical Learning Principle: Psychosocial Moratorium Principle: Identity Principle: Amplification of Input principle: Achievement Principle: Practice Principle: Regime of Competence Principle: Multiple Routes Principle: Situated Meaning Principle:. Multimodal Principle. Explicit information On-Demand and Just-in-time principle: Discovery Principle. Insider Principle: Material Intelligence Principle:
Types of games (Thorne, Blake, Sykes, 2009): Social virtualities, such as Second Life Commercial MMOs, such as WoW Made-for-education synthetic immersive environments, such as Croquelandia
Barcelona: 169, 68, 23
Ciudad Bonita: 162, 99, 29 LanguageLab.com
Types of games Social virtualities, such as Second Life Commercial MMOs (massively multiple- player Online Role Playing Games), such as WoW Made-for-education synthetic immersive environments, such as Croquelandia, Forgotten World, LiveMocha
Put WoW screen shot here
Types of games Social virtualities, such as Second Life Commercial MMO’s, such as WoW Made-for-education synthetic immersive environments, such as Croquelandia (Sykes 2008) or The Forgotten World (LGN 2009)
Croquelandia (Sykes 2008)
Forgotten World >>> Xenos Isle XENOS: –Alex Chisholm (LearningGamesNetwork) –a open-platform gaming environment for language learning first instantiated with Chinese ESL –Concentrated on ESL learners to date but LGN invites collaborators who want to use the platform for FLs.
Game inventory TriWords: match words/definitions Symbols: symbols to convey meaning Word Scrambled: IPA symbols/sounds Mail Drop: pass messages on to other players Empty-handed: match rhymes/syllable/PoS/tenses InTense: put sentences on a timeline using verb clues Rails: collect and ship items in order to fill orders Single-player Multiplayer
Tutorial CALL (S)CMC
References Blake, R. (forthcoming). Current Trends in Online Language Learning. ARAL, 30. Blake, R. & Blasco, J. (2001). TESOROS. BeM. Blake, R. & Arispe, K. (forthcoming). Individual Factors and Successful Learning in a Hybrid Course. Cobb, T. (007). Computing the vocabulary demands of L2 reading. Language Learning & Technology, 11, Heift, T. (2010). Developing an intelligent language tutor. Calico Journal, 27, Thorne, S., Blake, r. & Sykes, J. (2009). Second language use, socialization, and learning in Internet interest communities and onine games. Modern Langauge Journal, 93, U.S. Department of Education. (2009). Evaluation of Evidence-Based Practices in Online Learning: A Meta-Analysis and Review of Online Learning Studies. Washington, D.C.