Current Trends on Digital Technologies and Gaming for Teaching and Linguistics
Summary
Excerpt
Table Of Contents
- Cover
- Title
- Copyright
- About the author
- About the book
- This eBook can be cited
- Contents
- Introduction
- Chapter I Memes and gender stereotypes. A study on social networking practices among adolescents in Mexico and Spain - Adriana Gewerc (University of Santiago de Compostela)
- Chapter II Using a bilingual concordancer to promote metalinguistic reflection in the learning of an additional language: The case of B1 learners of Catalan - Johannes Graën (Universität Zürich, Switzerland), Carme Bach (Universitat Pompeu Fabra, Serra Húnter Fellow, Spain), Daniel Cassany (Universitat Pompeu Fabra, Spain)
- Chapter III Improving virtual presence in higher education hybrid learning digital environments - Manuel Caeiro Rodríguez, María Lorenzo Rial, Manuel Fernández Iglesias, Fernando Mikic Fonte, and Martín Llamas Nistal (Universidade de Vigo, Spain)
- Chapter IV Learning ecologies and digital literacy: Opportunities and challenges - Mercedes González-Sanmamed (University of A Coruña), Iris Estévez (University of Santiago de Compostela), Alba Souto-Seijo (University of Santiago de Compostela)
- Chapter V Teaching and learning English phonetics/pronunciation in digital and other learning environments: Challenges and perceptions of Spanish instructors and students - José María Díaz Lage (Universidad Nacional de Educación a Distancia, Spain), María de los Ángeles Gómez González (Universidade de Santiago de Compostela, Spain), Inmaculada Clotilde Santos Díaz (Universidad de Málaga, Spain)
- Chapter VI Using a serious game for English phonetics and pronunciation training: Foundations and dynamics - María de los Ángeles Gómez González and Anxel Fragueiro Agrelo (University of Santiago de Compostela, Spain), Alfonso Lago Ferreiro (University of Vigo, Spain)
- Chapter VII Evaluation of the CleverCookie tool for learning and teaching English as a foreign language - Milagros Torrado Cespón (Universidad Internacional de La Rioja, Spain), Inmaculada Santos Díaz (Universidad de Málaga, Spain)
- Chapter VIII The English–Spanish parallel corpus PaEnS - Irene Doval (University Santiago, Spain)
- Chapter IX Gamification and immersive learning in AR/VR virtual learning environments - Carina Soledad González González (Universidad de La Laguna, España)
- Chapter X Promoting higher education through games - Flávio Costa and Carlos Vaz de Carvalho (GILT R&D, Instituto Superior de Engenharia do Porto, Porto, Portugal)
- Chapter XI Gamification in learning English as a second language (LESL) - José Carlos López Ardao (Universidade de Vigo, Spain)
- Chapter XII Researching gameful L2 teaching and learning: Challenges and potentials - Jonathon Reinhardt (University of Arizona, USA)
Manuel Caeiro Rodríguez, María Lorenzo Rial, Manuel Fernández Iglesias, Fernando Mikic Fonte, and Martín Llamas Nistal (Universidade de Vigo, Spain)
Chapter III Improving virtual presence in higher education hybrid learning digital environments
I. Distance learning
Distance learning origin can be situated at the beginning of the eighteenth century, when Caleb Phillips from Boston (USA) decided to offer education via lessons provided weekly by US mail (Clark, 2020). This was the beginning of “correspondence” courses. Since the adoption of this basic “communication technology” to support education, society witnessed how all the advances in the electronic telecommunications field were used to support distance learning, from radio broadcasts in the 1920s, going through the television, until the adoption of computer networks and the Internet.
The contemporary concept of distance learning has been defined by Greenberg (1998) as “a planned teaching/learning experience that uses a wide spectrum of technologies to reach learners at a distance and is designed to encourage learner interaction and certification of learning.” This involves much more than the communication of information among teachers and learners. The adoption of the Internet to support distance learning increased the chances to share information in the form of “web pages” where text, pictures and even video could be delivered. In addition, it also facilitated the communication through services such as email, instant messaging, bulletin boards and videoconference; and even enabled the distance interaction with remote labs or user experiences in virtual worlds. The key word is “digitalization,” referred not just to tools that enable activities to be performed at a distance, but also to the support of educational processes and, as in many other areas nowadays, the capture of data about what is happening along educational processes.
Nowadays, learning at higher education is commonly supported by electronic tools. According to (Dumford & Miller, 2018), prior to the COVID-19 pandemic almost 70 % of higher education institutions provided some form of distance learning supported by technology. Nevertheless, this support is not just for distance learning, but traditional face-to-face learning is also being extended and facilitated with technology in the so-called hybrid learning digital environments. In this paper we analyze the features of these environments and the main functionalities included. We also consider the main issues still present and the new trends toward their solution.
II. Technology to support learning from a distance
Distance learning over the Internet can exist in two primary modes (Awoke et al., 2021, Clark, 2020):
a. Synchronous. It refers to sessions where teacher and learners are together at the same time, and they can communicate and collaborate all together. Face-to-face courses involve a synchronous model, with students and instructors meeting for teaching sessions, tests, etc. Online meetings, instant messaging or shared whiteboards are examples of synchronous tools.
b. Asynchronous. This involves students interacting with materials, quizzes, exams, and other activities at their own pace. Although students could still have to follow some schedules, such as deadlines for the submission of tasks, the timing to perform learning activities is flexible. These courses offer maximum time flexibility for learning 24x7. For example, this model is adopted when a teacher posts all lecture material and class assignments at the beginning of a course. Document annotation, video-recorded lectures, wikis or shared workspaces are examples of asynchronous tools, where the students can work at their own pace.
A variety of digital tools are commonly available to support learning at higher education, both in the synchronous and asynchronous models. Two of the most popular ones are Learning Management Systems (LMS), mainly used to support the logistics of entire courses, enabling asynchronous access to information and learning materials, assessments and communications; and Virtual Classrooms, which are the natural replacement for the synchronous physical space of a classroom. These tools enable real-time interaction during the performance of learning activities, allowing students to communicate with the teacher or other students through text, video and voice messaging.
While LMS can be clearly recognized as tools on their own in the educational field, the concept of Virtual Classroom is many times provided using general-purpose videoconference and collaboration tools. In addition, there are other more specific educational tools such as remote and virtual labs, or assessment and feedback tools, also important to support remote learning.
2.1. Learning management systems
Acoording to Kasim and Khalid (2016), a “Learning Management System (LMS) is a web-based software application that is designed to handle learning content, student interaction, assessment tools and reports of learning progress and student activities.” Its basic functionalities are (i) users management; (ii) course management; and (iii) monitorization of students’ progress. Among the most outstanding characteristics of a LMS are interactivity, scalability, flexibility or usability. Most LMS include the ability to:
a. Define the educational activities to be carried out for different environments (including blended learning).
b. Enable participants to collaborate on certain activities: forum, wiki, etc.
c. Prepare, deliver and manage score tests.
d. Provide reports for students, teachers, and administrators.
Some of the most used LMS today are listed below, along with a brief description of their main characteristics to support distance learning.
a. Moodle (moodle.org) is an open-source learning platform providing an integrated system with many features with a simple interface for educators, administrators, and students. Moodle includes drag-and-drop features that facilitate the management of courses, and an active development community of users and developers offering well-documented resources. Moddle has a modular configuration and interoperable design enabling developers to create plugins and integrate external applications to achieve specific functionalities. With a default interface compatible with mobile devices and cross compatibility with different Internet browsers, the content on the Moodle courses is easily accessible from different browsers and devices.
b. ATutor (atutor.github.io) is another open-source LMS solution enabling us to develop and manage online courses. ATutor provides functionalities enabling educators to organize, package, and provide educational content to conduct online courses. It is also possible to import pre-packaged content. ATutor users can use functionalities to create a network of contacts, manage interest groups, communicate with other users through private messages, setup a network profile, and link remote gadget applications into their networking environment. ATutor also provides some analytics features, such as used statistics that can be used to identify gaps in content coverage, learning tendencies for specific learners, etc.
c. Dokeos (www.dokeos.com) has an approach based on learning through interaction, so it has virtual classrooms and tools that facilitate collaborative learning. It allows you to create, edit and configure courses. It allows users to create custom training modules, create exams using quizzes, place multimedia content, surveys and assessment, agendas, calendars, forums, chats, new surveys, and wikis (all of this with SCORM content support).
d. “.LRN” (dotlrn.org) is an open-source initiative from the MIT focused on enabling not just e-learning, but also the operation of digital communities. This platform provides functionalities to administer “classes” or “communities.” It also enables users customizing the portal layout, choosing the language, setting the time zone for their class, or including portlets with specific functionalities. The platform supports different roles such as students, professors, and administrative staff.. LRN also provides a variety of default applications such as: attachments, bulk-mail, calendar, FAQ, file-storage, forums, general-comments and news.
e. Sakai (www.sakailms.org) is another fully open-source platform, created by and for educators. It can be used to support face-to-face sessions or online learning. As previous platforms it includes several synchronous and asynchronous tools for messaging, discussions, social connections, and collaborative work. A special feature of this platform is the availability of an API that can be used by developers to create native integrations with third-party applications. It provides high-stakes testing, formative assessment, online assignments, and rubric-based scoring.
f. Chamilo LMS (chamilo.org) is another open-source virtual campus available under the GNU/GPLv3 license. It offers a complete suite of teaching and administrative tools, providing a very simple interface for teachers and students while maintaining a dynamic structure for those developers who want to make modifications to the code. Chamilo has a large number of tools aimed at facilitating learning, such as wikis, spaces for group work with collaborative group resources, classroom blogs with assignable tasks, scoring forums, internal social network for promotion of the informal exchange of knowledge, and a mixed grading system (virtual and face-to-face). All these tools are provided along additional tools such as instant messaging, glossaries, links, announcements, etc. It also offers student files with detailed monitoring and the possibility of controlling absences, online assessment, and assignment of scores.
Details
- Pages
- 226
- Publication Year
- 2023
- ISBN (PDF)
- 9783631904312
- ISBN (ePUB)
- 9783631904329
- ISBN (Hardcover)
- 9783631889008
- DOI
- 10.3726/b20963
- Language
- English
- Publication date
- 2023 (June)
- Keywords
- ICT digital games technology and education
- Published
- Berlin, Bern, Bruxelles, New York, Oxford, Warszawa, Wien, 2023. 226 pp., 52 fig. col., 8 fig. b/w, 34 tables.
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