Friday, 26 February 2010

ARTICLE REVIEW

http://jaltcall.org/journal/articles/5_2_Ballou.pdf

A Proper citation of the article:
a. Language Learner Experiences in an Online Virtual World
b. Vol. 5, No. 2 Pages 61–70
©2009 jalt call sig
c. Kevin Ballou
Kansai Gaidai University
kballou@kansaigaidai.ac.jp

B Summary of the research

a. (i) The aims : The research seeks to investigate the exploration of language learning in virtual worlds with a look at learner experiences in a fantasy online role-playing game. It is the researcher's aims to discover the nature of language interaction that learners would encounter in these online environment and the value of these experiences for language learners.

(ii) The methodology : The researcher recruited two participants for the purpose of this study after their consent was sought after and confirmed. The participants, then, spent four days playing the fantasy role-playing game, World of Warcraft (WoW) using anonymous accounts set up by the researcher, who also supervised and monitored each gaming session. While the participants explored the online world, the researcher took notes on their progression in the game, as well as the types of language interaction they encountered. Each play session was videotaped for later reference. After each session, which lasted 2–3 hours, the participants wrote in journals about their experience and then joined in a discussion with the researcher, which was videotaped for later review. In total, each participant played the game for approximately 10 hours and spent about 2 hours journaling and discussing their experiences.

(iii) The participants : There were two participants involved in this research. Both were Japanese university students with intermediate English-language proficiency and were from the researcher's regular classes. Participant 1 was a 19-year old male student who had had an experience playing online role-playing games in Japanese, but not in English. Participant 2 was an 18-year old female student who used internet on daily basis though she had no experience playing online games previously.

(iv) The findings : As the researcher intent to investigate the nature of language interaction experienced by non-native English speaker in an English online role-playing game, he divided his observation into two categories, interaction with the virtual environment and interaction with other players. In terms of interaction with the virtual environment, both of the participants used the online dictionary provided to understand some of the vocabulary they were unfamiliar of as well as other online sites to comprehend the game concept. Both of the participants, at the same time, interact with other players of the game through a variety of communication means provided by the game creator. The researcher also concluded that the participants' experiences through the virtual game demonstrated a few positive characteristics of language learning. Among others would be the task-based and collaborative approach in learning, the need to understand the language to play and interact with others and the interactivity of the game itself.

C Reaction towards the research

a. (i) The research appeals to me for a few reasons. For one thing, I am very interested in virtual games myself and it intrigues me on how these virtual online games can be of use in language learning. The research shows a few positive aspects of applying the game in second language teaching. Apart from that, the research was done primarily from the students' perspective of the experience. It demonstrates an overview of the students' perception towards the experience of learning second language through online virtual games, that is mainly positive as they found it appealing and attractive. All in all, it provides me an idea of one of the interesting methods that I could use in teaching.

(ii) In my opinion, the research was very well conducted. The researcher monitored the progression of both of the participants and recorded every gaming sessions as well as the discussion with the researcher. The participants were also required to write a journal, providing an access to and a record of their thoughts and feelings of the overall experience. However, I do have a few suggestions for further studies in investigating the learner experiences of playing online virtual games in the long run as this research was only done in a short term, apart from the study of the negative effects of playing the games, be it during personal time or in language learning process.

(iii) As mentioned before, I strongly believe that the research proposed an interesting and an ideal, if I may add, method of second language acquisition. The teachers can consider applying online virtual world as one of the platform that can be used in improving the students' language skills and proficiency provided that the schools are well-equipped with the equipment needed. Students autonomy and independence can also be promoted through this method as the students are allowed to play and learn from virtual games on their own free time and effort. Nevertheless, the teachers have to be cautious in selecting the appropriate virtual games out of the variety of virtual worlds available online as well as be more thoughtful of the suitability of the method with the students, in planning and the execution of the lessons and the level of support the students may need.

Friday, 5 February 2010

ESL WEBSITE EVALUATION

The website chosen :
Learn English Online Network (LEO Network)
http://www.learnenglish.de/

1. What does the application attempt to teach?


LEO Network, the website that I chose, attempts to teach the users or visitors the basic skills of English Language. The website focuses primarily on Grammar, listening, speaking and reading for English learners in general. It provides tutorials, along with pictures, images and pronunciation lessons to reinforce understanding, as well as interactive games and exercises that allows the users to assess themselves. LEO Network also offers English chat room and forum, that are regularly moderated, for visitors to practice using English apart from authentic reading materials such as articles on British culture to strengthen reading skill. It also provides lesson plans and teaching aids for English teachers and additional tutorial on Business English for those interested.

2. What sorts of things is the application user expected to do with regards to learning the content?

In learning the content, more specifically English Language, the users are expected to read and comprehend the tutorials, mainly on Grammar, that are provided. Learners can choose any Grammar rules or items according to their own need as the tutorials are presented in particular subtopics. Users can, at the same time, listen to the audio provided in order to learn English pronunciation. They are also expected to assess their understanding by answering the tests and exercises. As mentioned above, there are also English chat room and forum provided for visitors to practice using English with other English learners, along with materials such as articles, riddles, poems, jokes and comic strips to be read. The website, at the same time, provides English games that enable the users to learn by playing. Visitors can also find other helpful websites and materials that can be used in learning English through LEO Network.

3. What sorts of computer skills is the application users expected to have in order to operate/access/use the application?

In order to use the application, minimal computer skills are required, which I believe is highly compatible for young or novice learners. The application requires basic computer skills such as the ability to operate the mouse, keyboard, speaker as well as to access and navigate the Net. Once the users have entered the website, they are capable of exploring the site autonomously and independently.

4. While you are "playing"/"accessing"/"assessing" the application, does it remind you of anything you do in a classroom, or with a teacher, or with a fellow classmate, or in self-study?

While I am exploring the website, I am reminded of my school years where I was taught English purely through the explanation of Grammar rules followed by drilling exercises only. At times, the routine became very boring and tiring. However, the website, or any other beneficial websites in fact, offer a lot more as the tutorials are often accompanied with graphic pictures and images while the practices and exercises are presented through interesting authentic materials that are far more exciting and meaningful. Even though the learning methods are somewhat similar to a certain degree, but learning with the assistance of computer does offer more advantage.

5. Can you pinpoint some theories of language learning and/or teaching underlying the application?

LEO Network seems to be applying a certain degree of Behaviourism as the website provides drilling practices that are repeated whenever the learners answer incorrectly. As the users keep trying find the correct answers in order to continue to the next questions, they can learn from their mistakes and eventually succeed in producing the correct answers. The website also applies Constructivist theory as it encourages the users or visitors to explore the website and learn on their own.

6. How well is the constuctivist theory of learning applied to the chosen website(s)?

LEO Network highly promotes constuctivist theory of learning as the website not only allows the users or learners to operate and explore the site independently, but also provides explicit tutorials along with examples, pictures as well as exercises to be read and done. As everything is provided in the website, the learners are permitted and encouraged to learn on their own, thus promoting active learning or learning by doing as oppossed by constuctivist theory of learning.

7.
In 1980s and early 1990s, there was a majir debate on whether the computer was "master" of or "slave" to the learning process (Higgins and Johns, 1984). In relation to your evaluation - was the computer a replacement for teachers, or merely an obedient servant to students?

In my opinion, the computer is very helpful in the teaching and learning process. With its infinite resources and interactive uses, it is indeed a powerful and useful tool. Nevertheless, I also believe that a teachers' guidance and support are always needed in any kind of learning environment. One cannot deny the significance of the teachers in the process, for instance, in further explaining indistinct information, providing guidance in learning, or monitoring the students progress. From my evaluation of the website alone, I realise that for learners to acquire and learn English, or anything else even, solely through computer is definitely not enough. With that said, I emphasize again that a computer is and should only be a tool, a servant or a slave to both teachers and students in the teaching and learning process.

8. Would you like to use the application yourself in your future work?

From the evaluation that I had done, I would say that I would, no doubt, use the application or the website and this I say for a number of reasons:
(a) The websites provides useful tutorials that are easy to be understood and suitable for novice learners along with helpful exercises.
(b) It is a vast resource of authentic reading materials that are useful in English teaching and learning as well as helpful in gaining new general knowledge.
(c) The website also offers a "Teachers' Zone" for teachers to seek for ideas to teach and teaching aids.
I would use LEO Network not only for my professional use alone, but also for the development of my own personal knowledge.

Suggestions and recommendations.

~I do have a few suggestions and recommendations for the moderator of the website. In my opinion, the website is lacking in terms of appearance. The all-white background and simple design might not appeal to young learners or perhaps learners in general in the long run. More colours and graphic images should be integrated and applied. Besides that, there should be more exercises provided as learners might need plenty of practices to comprehend the rules.