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Page 1: CALL Antwerp 2014

Mobile apps and games to foster students’ writing competences

Anke BernsManuel Palomo DuarteJuan Manuel DoderoManuel Zurera Pérez

ANTWERP CALL 2014

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Content1. Teaching background2. Purpose of the study3. Game-structure and design4. Software-Architecture5. Experience6. Methods/ Instruments7. Conclusions8. Future work9. Acknowledgements

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● very large language courses

● few hours of formal learning/many hours of informal

learning

● few opportunities to individually attend learner needs

● need for more individualized feedback

● need for more language input and output

1. Teaching Background

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● the potential of smartphones to enhance language

learning in general as well as to focus on specific language

skills such as writing in and outside the classroom

● the possibilities of designing highly interactive learning

materials and environments for mobile devices

2. Purpose of the study is to explore:

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3. Game-structure

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3.1 Game-design

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3.1.1 Single -Player-Mode

Test 1 Test 2 Test 3

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● feedback that helps learners to succeed in their “game” (immediate feedback)

● feedback that allows learners to reflect on their errors and weaknesses (delayed & extensive feedback)

3.1.2 Feedback Design

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Instant feedback Delayed feedback

3.1.3 Implicit feedback

Test 2 Test 2

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Instant explicit feedback Delayed extended feedback

3.1.4 Explicit feedback

Test 3 Test 3

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3.1.5 Gamification of the APP

● time-limit

● scores

● feedback on game-performance

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3.1.6 Collaborative role-play gymkhana: Catch me, if you can!

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Catch me, if you can!

Video

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4. Software architecture● Openfire chat server

registers conversation logs

● the app connects to the server to register for a game

● when all students are connected the server creates teams and starts the game

● player identities are hidden during the game (students need to use chat), but stored by the server

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5.1 Participants

● 108 students from the A1.1 level, who participated voluntarily in an acceptance and usability test of the first stable version

● study was carried out in 2 sessions:

5. The experience

Session 1Students

individually played levels 1-3

Session 2Students performed a

collaborative role-play(level 4)

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▪ 6.1 Pre- and posttest

▪ 6.2 Paired Samples Test

▪ 6.3 Previous writing tasks> pre-test results

▪ 6.4 Previous writing tasks> post-test results

▪ 6.5 Survey

6. Method and Instruments

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The use of mobile phones offers new possibilities to provide students with:

● highly interactive learning environments

● versatile opportunities to get new language input and to interact with other users in the target language

● to facilitate ubiquitous learning

7. Conclusions

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● to implement more learning contents and levels

● to adapt the app for other foreign languages

● to use the app with a larger sample size

● to analyze students’ log and text-chat interactions

● to analyze the correlation of feedback (instant feedback & delayed Feedback) and learning outcomes

8. Future work

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Would you like to test the App? ● App is available as

open-source software

● language independent

What you need!

● a server● android 2.3 ● integrated camera● Wifi/3G connection

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[email protected] (Dep. de Filología Francesa e Inglesa, UCA)

manuel. [email protected] (Dep. of Computer Science, UCA)

[email protected] (Dep. of Computer Science, UCA)

[email protected] (Dep. of Computer Science, UCA)

For any further question please write us an email:

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This work has been funded by:

● the Andalusian Government under the ASCETA (Ref. P09-TIC-5230, PAIDI programme);

● the Tecnologías móviles para el aprendizaje ubicuo de alemán (PI_14_104) project of UCA programme for Researching and Innovation in Education;

● the European Union under the OpenDiscoverySpace (CIP-ICT-PSP-2011-5) project;

● We would also like to thank David Romero, the Free/Libre Software and Open Knowledge Office at UCA (OSLUCA), Mar Dodero, Cristina Ortega, Ignacio Calleja, Pilar Romero and Andrea Calderón for their support during the project development.

Acknowledgements


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