Integrating digital technology into education has been my passion since my undergraduate years. This interest gained importance when COVID-19 struck, highlighting the crucial role of digitally-mediated language learning (DMLL) in modern education. As online learning became a necessity worldwide, the importance of digital tools in language education gained significant attention and recognition. As technology continues to reshape our communication landscape, DMLL provides learners with authentic, engaging, and interactive experiences that mirror real-world language use. It uses digital tools, games, apps, and social media platforms to create immersive learning environments, fostering self-directed learning (Curran et al., 2019) and enhancing motivation. To advance with the times, I believe understanding DMLL is essential for educators to design effective and relevant language instruction that resonates with today's learners. In this section, I will be sharing my reflections on DMLL and how I integrated it into my work.
Certificates for the DMLL Modules
The LTS Program introduced us to a Course Management System (CMS)-EdApp with 30 DMLL modules that comprehensively explore how digital technology can enhance curriculum design and material development in language education. The modules cover a wide range of topics, such as mobile apps (Rosell Aguilar, 2021), digital place-based learning (Sykes, 2022), telecollaboration (Guth & Helm, 2010), and flipped classrooms (Nouri, 2016). These modules particularly inspire me, as they demonstrate how technology can create immersive and meaningful language learning experiences. The idea of "Zoom fatigue" mentioned in one of the modules caught my attention. It was a topic I’d never thought of before but immediately resonated with my experience as a student, facing overwhelming exhaustion caused by prolonged video conferencing. This module acted as a reminder for teachers to keep in mind how much “Zoom fatigue” could affect student's learning efficiency. By highlighting this issue, the DMLL modules prompted me to reflect on my use of technology and consider ways to mitigate the negative effects of digital overload.
The needs analysis module also stood out as particularly valuable, offering specific guidance on the curriculum design for DMLL. This aligns closely with principles covered in other language teaching courses, emphasizing the importance of understanding student needs, interests, and backgrounds when developing DMLL activities. As learners' needs may differ between DMLL and in-person classes, this student-centered approach (Weimer, 2013) is crucial for creating relevant and engaging language learning experiences. Another part I liked about the DMLL modules was the structure, which provided a great example of effective online learning design. The flexible, self-paced format fosters learner autonomy (Chik, 2018) to engage with the content at their convenience, while mini-activities provide immediate feedback on comprehension. The inclusion of summaries at the end of each lesson aids in strengthening knowledge and ensuring a clear understanding of key concepts.
While the DMLL modules provided a wealth of information and inspiration, they also highlighted the challenges of implementing digital learning strategies. Practical considerations such as technology access, platform selection, digital literacy gaps, and online classroom management remain important challenges to address. In conclusion, the DMLL modules offered a comprehensive and thought-provoking exploration of digital technology in language education. By combining theoretical knowledge with practical examples and encouraging reflection, these modules equip me as an educator with the tools and mindset necessary to integrate technology effectively in my teaching practice.
LT538 - Teaching and Learning Pragmatics
In LT538 Teaching and Learning Pragmatics, Yueyuan Jin and I created this Activity Creation to deepen university students' understanding of solidarity building in Chinese through digital games and mobile apps. With the same interest in game-based learning (Reinhardt & Sykes, 2012), we decided to make use of a popular relationship simulation role-playing game, Love and Producer, and three dating apps as learning tools in class. The incorporation of mobile apps, both for gaming and dating, demonstrates an understanding of how mobile technology can be effectively leveraged for language learning, allowing students to engage with language in digital contexts that are increasingly relevant to their daily lives. Moreover, by having students analyze in-game conversations and interactions, the activity engages learners with digital discourse (Sykes, 2019). Students are tasked with identifying and interpreting communicative patterns in digital environments, enhancing their understanding of how language functions in these spaces.
The activity's design also aligns with the concept of self-directed learning (Curran, et. al., 2019) through technology. By allowing students to explore and discover language patterns on their own through gameplay, the activity promotes learner autonomy (Chik, 2018) and encourages active engagement with the language. This Activity Creation reflects the concept of digitally-mediated language learning (DMLL) by demonstrating the practical application of digital tools and environments for language instruction. It exemplifies how technology can be integrated into language learning to create engaging, interactive, and authentic learning experiences.
LT538 - Activity Creation: Solidarity Building in Chinese Pragmatics
This section builds on my longstanding passion for integrating digital technology into education, and showcases my engagement with DMLL principles through coursework and practical application, illustrating how digital tools can create immersive, authentic learning experiences that mirror real-world language use. As technology continues to reshape communication, I believe my understanding and application of DMLL principles will be invaluable in creating innovative, engaging language learning experiences that prepare students for an increasingly digital world.
Curran, V., Gustafson, D. L., Simmons, K., Lannon, H., Wang, C., Garmsiri, M., & Wetsch, L. (2019). Adult learners’ perceptions of self-directed learning and digital technology usage in continuing professional education: An update for the digital age. Journal of Adult and Continuing Education, 25(1), 74-93.
Guth, S., & Helm, F. (Eds.). (2010). Telecollaboration 2.0: Language, literacies and intercultural learning in the 21st century (Vol. 1). Peter Lang.
Nouri, J. (2016). The flipped classroom: for active, effective and increased learning–especially for low achievers. International Journal of Educational Technology in Higher Education, 13, 1-10.
Reinhardt, J., & Sykes, J. M. (2012). Conceptualizing digital game-mediated L2 learning and pedagogy: Game-enhanced and game-based research and practice. In Digital games in language learning and teaching pp. 32-49. London: Palgrave Macmillan UK.
Rosell Aguilar, F. (2021). Evaluating the use of mobile technologies for language learning purposes (Doctoral dissertation, Universitat Politècnica de València).
Sykes, J. M. (2022). Digital Place-based Learning. In The Routledge Handbook of Second Language Acquisition and Technology (pp. 297-310). Routledge.
Weimer, M. (2013). Learner-centered teaching: Five key changes to practice. John Wiley & Sons.
Chik, A. (2018). Learner autonomy and digital practices. Autonomy in language learning and teaching: New research agendas, 73-92.