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Starts and Stops: Multimodal Practices for Walking as a Group in an Augmented Reality Place Based Game

机译:开始和停止:在基于增强现实场所的游戏中作为一组行走的多模式实践

摘要

Augmented reality, place-based games utilize GPS-enabled maps and mobile media recording devices to shift traditional classroom activities into real-world contexts. AR-games for second language learning is a new field of research, and few studies have examined the kinds of face-to-face interactions players engage in during AR-games. Using intensive, multi-camera video data of English language learners playing an AR-game, ChronoOps, this thesis describes how groups start and stop walking during gameplay. The method used is conversation analysis, and this study draws from theories of embodied and distributed cognition, situated learning, and interactional competence Walking to and from various destinations as a group is an important action for accomplishing the ChronoOps game. Thus, starting and stopping are sites where players orient to the tasks and environment of the game. Results show that starts and stops are projectable and accountable actions comprised of multiple semiotic fields including linguistic, gestural, and embodied practices. Furthermore, starts and stops are contingent on playersu27 orientation to their place within the campus and game destinations, but also their place within the locally constructed nature of the AR-game task organization. These findings have implications for future research theories of learning in SLA and AR-games.
机译:增强现实的基于位置的游戏利用具有GPS功能的地图和移动媒体记录设备将传统的课堂活动转变为现实环境。用于第二语言学习的AR游戏是一个新的研究领域,很少有研究检查玩家在AR游戏中进行的面对面互动。本文使用了英语学习者在玩增强现实游戏ChronoOps时使用的密集,多摄像机视频数据,描述了小组在游戏过程中如何开始和停止行走。所使用的方法是会话分析,本研究借鉴了体现和分布式认知,情境学习和互动能力的理论,作为一个小组,往返于各个目的地是完成ChronoOps游戏的重要动作。因此,开始和停止是玩家定位游戏任务和环境的站点。结果表明,起点和终点是可预测的,负责任的行动,由多个符号学领域组成,包括语言,手势和具体实践。此外,开始和停止取决于玩家在校园和游戏目的地中的位置,也取决于他们在AR游戏任务组织的本地结构中的位置。这些发现对未来在SLA和AR游戏中的学习研究理论具有启示意义。

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    Jones Adam McFaul;

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  • 年度 2016
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