首页> 外文期刊>Languages >I Can?¢????t Program! Customizable Mobile Language-Learning Resources for Researchers and Practitioners
【24h】

I Can?¢????t Program! Customizable Mobile Language-Learning Resources for Researchers and Practitioners

机译:我可以吗?面向研究人员和从业者的可定制的移动语言学习资源

获取原文
           

摘要

Combining insights from Activity Theory (Engestr????m, 2014), mobile-assisted language-learning (MALL) (Stockwell and Hubbard, 2013), and computer-assisted language learning (CALL) research (Chapelle, 2001), this paper proposes three levels of teacher involvement in the adaptation and/or creation of MALL resources to enhance learner interaction with the target language and potentially contribute to the field of learner-computer interactions. Specifically, this paper (1) proposes three levels of teacher involvement in MALL material creation, moving from easily adaptable pre-made materials (e.g., Duolingo) to customizable materials (e.g., Quizlet) and finally to teacher-created materials (e.g., Moodle); (2) demonstrates how these levels of design can be implemented in a MALL context to increase target language interaction according to Activity Theory (e.g., how teachers can incorporate gaming features into their online courses); and (3) concludes with recommendations as to how MALL ?¢????engineers?¢???? can work together to enhance the overall L2 learning experience and potentially collaborate in research and in the design of pedagogical materials. From a pedagogical standpoint, through these three levels of teacher involvement in material creation, teachers can extend the reach of their classrooms by mobilizing the target L2 environments, depending on their MALL/CALL proficiency and/or interests. This approach also invites second language acquisition scholars from a wide range of technological abilities to contribute to CALL research.
机译:结合了活动理论(Engestr ???? m,2014),移动辅助语言学习(MALL)(Stockwell和Hubbard,2013)和计算机辅助语言学习(CALL)研究(Chapelle,2001)的见解,论文提出了教师参与MALL资源的适应和/或创造的三个层次,以增强学习者与目标语言的互动,并有可能促进学习者与计算机的互动领域。具体而言,本文(1)提出了教师参与MALL素材创建的三个层次,从易于适应的预制材料(例如Duolingo)到可定制的材料(例如Quizlet),最后是教师创建的材料(例如Moodle)。 ); (2)展示了如何根据活动理论在MALL上下文中实现这些设计水平,以增加目标语言的交互作用(例如,教师如何将游戏功能纳入其在线课程); (3)最后给出关于MALL工程师的建议。可以共同努力,以提高整体的L2学习体验,并有可能在研究和教学材料的设计中进行合作。从教学的角度来看,通过这三个层次的教师参与材料创作,教师可以根据其MALL / CALL的熟练程度和/或兴趣,通过动员目标L2环境来扩展课堂的覆盖范围。这种方法还邀请具有广泛技术能力的第二语言习得学者为CALL研究做出贡献。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号