Fabrizio Andre Calle Cordova

About myself

I'm at student at Dawson on the Languages program this will be my last semester, I enjoyed learning about languages as well as their history and etymology of some words. I'm planning to become either a translator, intepret or work for the government at the border. I enjoy photography and anything that is related to technology in general as well. I think I will try to practice more my communication skills during this semester in order to improve them. As for right now I do not really have a specific topic in mind for the project but I will try to find one that can be connected with both the past and the present when read and heard by someone.

Presentation about my topic

Topic Ideas

Technology and language

There are many ways to learn languages we can learn them on a classroom setting, by ourselves with the help of books or techonlogy. There are even online lessons available as we seen the past years. There are many benefits the traditional method of using physical books and writting have, however there are many others that can be found when using new technology. Virtual reality(Vr) and Augmented reality (Ar) are proven to show its benefits according to a study on a AR environment skills such as in listening and speaking increased on students (Liu, 2009) (Karacan). Furthermore, AR helps with writing skills, a quote mentioned in Karacan's article explains how: "AR-enhanced writing instruction’s contribution to “long-term memory, motivation, and self-regulation of cognitive processes in writing” (Lin et al., 2020). In the book "A Psycholinguistic Approach to Technology and Language Learning" the author mentions how having new technologies give language learners "greater opportunities for more immersive, interactive, authentic, meaningful and motivation enhancing exposure to target languages and culture; (...)" (Leow,P4) According to a research done by Lin and Lan (2004-2013) shows "that virtual learning environments increase the learner’s autonomy, self-efficiency and reduces learning anxiety." (Pinto, p3). These are all some benefits and factors that Ar, Vr and techonology has on language learning and how it will continue to evolve over time.

Works Cited

Karacan, Gökhan Cemil, and Akoğlu Kemal.“Educational Augmented Reality Technology for Language Learning and Teaching: A Comprehensive Review.” Shanlax International Journal of Education, vol. 9, no. 2, 2021, pp. 68–79. Crossref, https://doi.org/10.34293/education.v9i2.3715.

Leow, Ronald. A Psycholinguistic Approach to Technology and Language Learning (Studies in Second and Foreign Language Education [Ssfle]). De Gruyter Mouton, 2015.

Pinto, Darque Rafael, et al. “Foreign Language Learning Gamification Using Virtual Reality—A Systematic Review of Empirical Research.” Education Sciences, vol. 11, no. 5, 2021, p. 222. Crossref, https://doi.org/10.3390/educsci11050222.


Etymology of English words- History of English

Where did English started, to be spoken what are the origins of some of the words we use today. In the video "Where did English come from?" they explain how the English language was different and has evolved over history. The evolution of the English language and explain the period of time of Old English.

Works Cited

“Where did English come from? - Claire Bowern.” YouTube, uploaded by TED-Ed, 16 July 2015,www.youtube.com/watchv=YEaSxhcns7Y&feature=youtu.be.

Topic Selected: The benefits Ar, Vr and new technology has on language learning

"Educational Augmented Reality Technology for Language Learning and Teaching"

The first source I chose is an a academic journal article written by Cemil Gökhan Karacan and Kemal Akoğlu where they explain the benefits has on literature, Language learning and Foreign language learning. It was published in Instabul, They are both from Boğaziçi University, in Istanbul, Turkey Cemil being a research assitant in English language teaching, while Kemal being a professor of mathematics and sciences. The prupose of the paper was to explain the benefits of AR applications as a tool on a classroom setting for foreign language learningn, and determine if they are worth using them. In their article they mention many different Ar applications that are used for education and mention the observations made by some studies done on them. Some observations include the advantage on writing, the fact that there is more interaction being made thanks to ar applications and how students have less anxiety with them. They also explain the interactions with them, the students and teachers perspective, as well as the cost of Ar if it's worth considering it which are all factors that might help with my research. They propose some interactions with the applications as well the implications it will have for teachers and the learning material. After reading this source I learned more about the ways Ar might help students for a second language acquisition, by relieving some of the anxiety in some cases and even encouraging them to participate more on comprehensive listening and speaking of the language they are learning. It increased my interest since I want to see in what other aspects it also benefits students as well as which age group does it benefit more. The source was clear to follow and read through since it was well divided by the clear subheadings and explains with great wording.




"A Psycholinguistic Approach to Technology and Language Learning"

The second source I found is a book called "A Psycholinguistic Approach to Technology and Language Learning" it was published in Berlin in 2016. It was published by Ronald Leow and al. This source is focused on technology in general what are some of the benefits they have provided in a classroom setting in second language acquisition as well as their integration on them as an add on but not a replacement. Ronald Leow one of the authors is a professor of Applied Linguistics and Spanish and Portuguese Instructor at Georgetown University. The book was written in order to inform the reader about the potential technology has in learning and second language acquisition. The main ideas presented in the book are about the use of technology in second language learning, computer assisted language learning (CALL), the benefits of it in a classroom setting and it's validity. The conclusion still remains similar to the first source as it also concludes on how technology can not be a replacement, but a helpful tool that can be well used. Thanks to this source, I learned more about the utility of technology in learning, predictions about technology that were made in the past before computers and smartphones became main stream and the methodology of technology of doctoral students. It advanced my understanding of technology's past, present and future, while being presented with its benefits and use in learning. This source is much more detailed and lengthy in it's content compares to my first and third source due to it being a book, however it's content still remains clear and well divided for the reader both in terms of organization and vocabulary.



"Foreign Language Learning Gamification Using Virtual Reality—A Systematic Review of Empirical Research."

The third source is called "Foreign Language Learning Gamification Using Virtual Reality—A Systematic Review of Empirical Research." which covers the topics such as virtual environment learning and like the title mentions the gamification of learning, and their advantages. They mention studies done on University level students and primary level students as well, where they show a contrast and similarities between them. It was written in 2021 in Portugal, by Rafael Darque Pinto who works at the department of engineering at the university of Tras os Monte in Portugal. He wrote it in collaboration with other authors from such as the Polytechnic Institute of Bragança and the Faculty of Letters, The University of Porto. It was written to understand if virtual reality and gamification benefits the learning of a second or foreign language. In the source they mention how Vr has slowly grown in the past years and the place of gamification in learning.

I learned more about how the integration of this new technology are being used and the progress it had over the time both on its application on learning but also in terms of technology. This intriuged my interests for the topic more since I learned more about the different ways technology has been helping as well as how as mentionned before gamification has it's advanatges on early age learning and the future benefits it has on its students. Compared to my first and second sources, this one is more focused specially on Virtual reality (VR) and how it has become more present in the education system and how the presence of activities available and created thanks to this technology benefit students to interact and particpate more in class in some instances. The results of their studies are well divided and presented with charts and percentages to prove the results and the conclusion of how it can be used as a support in addition to the tradtional method of teaching and learning.

The definition of Gamification from The Merriam Webster

The process of adding games or gamelike elements to something (such as a task) so as to encourage participation. "In other words, gamification is about making something potentially tedious into a game."

https://www.merriam-webster.com/dictionary/gamification




The Power of Gamification in Education | Scott Hebert | TEDxUAlberta

The fourth source I found is a Ted Talk video done by Scott Hebert, it was published in 2018 on Youtube. One quote that marked me and impressed me a lot was: "If we want to reignite passion we have to humanize work" Irene Brown. Usually many individuals would criticize the work they have to provide as being unmotivated this is the opinion presented by students according to Scott Hebert. He explais how the education system is afraid of change and remains with the traditional method of learning, and that there is more memorization done by students compared to understanding the subject. The goal and conclusion of the Ted Talk was to demonstrate how gamification should be introduced in a classroom setting in order to motivate learning as it is what is done in earlier level of education for children.

After watching this Ted Talk I learned more about the importance of gamification in education and more about how learning has become on some occasions just a matter of memorization for students. The presentation advanced my understanding on the education system and their methods of teaching and how is the classroom ambiance. It increased my interest of learning more about gamification and how it can be introduced in a classroom setting and until what education level it should be used. It provides me with a new perspective about the importance of gamification and how it can help students. The source was comprehensive and easy to follow thanks to the speaker dividing the topic in sections.

Language Teacher Education and Technology: Approaches and Practices

The fifth source that I found is called "Language Teacher Education and Technology : Approaches and Practices" it's a book written by Jeong-Bae Son and Scott Windeatt and published by Bloomsbury library in 2017. Jeong-Bae Son is a linguistic professor of Linguistic at Queensland Australia, meanwhile Scott Windeatt is a senior lecturer in Applied linguistics in the School of Education Communication and Language Sciences at Newcastle University in the UK. The goal of their book is to inform and enable people to learn more about the perspective of teachers, on computer assisted language learning (CALL) and how the use of technology has become more common in recent times. The source mentions how language teachers have been looking how to integrate technology since the mid 1980's. The book explores how the training for teachers on how to use technology to their advantage is not explored enough.

Thanks to this source I learned more about how teacher and educators are taught (CALL) to implement them correctly in their classroom and help it be beneficial both to the students and themselves. This source intrigued me more about both the advancement technology has had in the education department and in second language acquistion as well as the point of view of teachers on them and the uniques way they have been implemented. It made me more intrigued of my topic and helped me try to bring a focus about the methods that are currently being used by teachers and analyze the effects and benefits they bring to the classroom and to their students. This source is a little more general compared to my previous one that are more focused on a specific technology, however it still mentions a lot of good points specially about the adaptation to quickly developing technology, such as how we slowly adapted to smarthphones and latops being used for education. The subjects mentioned are well divided.




"The Use of Technology to Enhance English Language Learning" by Teaching and Learning Centre Lingnan University

The sixth source that I found is a video called "The Use of Technology to Enhance English Language Learning" It is a more shorter source since it is a four minute video, however it's demonstration of how technology in a classroom is well presented. It was published in 2018 by the Teaching and Learning Centre Lingnan University to demonstrate how technology has served to many purposes; such as assigning certain kinds of homework, record class that enables the teachers to prepare more interactive classes for students and enable them more flexibility to listen the class again in their own time if they need to. They recognize technology as an useful tool as the other sources also conlcuded it is and how it is helpful when used correctly. Their conclusion is that techonlogy can be helpful for students and teachers, some students prefer relestining to the class on their study time to take notes and it is something that can be achieved thanks to technology. I learned more about the utilities technology can provide in a classroom and for education. It has a resemblance to my previous fifth source, however it is much less condensed and focuses more about the methods teachers use technology in the classroom by demonstrating them.

"Effect of Gamification on Students’ Motivation and Learning Achievement in Second Language Acquisition within Higher Education"

The seventh source I chose is an academic article called "Effect of Gamification on Students’ Motivation and Learning Achievement in Second Language Acquisition within Higher Education" published in 2020 at the EuroCall Review. The paper was written by Nadia Azzous Boudadi from the Univsersity of Andorra and Mar Gutiérrez-Colón from the University of Rovira and Vigil. It was written to analyze the differents experiments and studies that were conducted on gamification in second language learning at a higher education and at computer assited language learning (CALL) mainly showing the effects that it has on students motivation. Their conclusion done after their analysis is that the topic is still recent and that there are not a lot of literature available in terms of second language acquisition. In their paper they mention that they conclude that there are not enough connections between the concept of Gamification, motivation and cognitive procces.

After reading this source I learned more about the studies that have been conducted on Gamification and how the results tend to be positive, however this source also remind me about how fairly recent this concept still is and that the amount of information and improvements are not many which might suggest to some people that there is not enough evidence to associate gamification with the positive aspect and improvemetns found in some of the research and studies that have been made. This source increased my interest in searching more sources related to second language acquisition and gamification, but it reminds me of my first source which talks about it but released one year later after the publication of this paper. This information tries to show the psotive effects of Gamification but with caution as it warns us how the concept is still fairly new and the studies that have been done are still recent. The source is easy to follow and understand it is well dividedand reminds me of the division my first source also has with subheadings and having also charts with results to suport their points.

"Gamification in Teaching and Learning Languages: A Systematic Literature Review"

The eight source I chose is an academic journal called: "Gamification in Teaching and Learning Languages: A Systematic Literature Review" as the title mentions it it is a review about the effects gamification has on language learning. There are multiple aspects that have already been mentioned in other of my sources such as the effects of gamification being to "increase motivation,engagement and integration. It was written by Karwan Al-Dosakee and Ozdamli Fezile who both work on the computer information system department in the University of Duhok in Iraq. The goal of the paper was to show how the process of gamification has positive effects on a classroom setting as the ones mentionned before and how it makes learning enjoyable. Their conclusion is also similar as other of my previous sources being that gamification help positively students motivation and how it is "an essential tool for language education , which can be considered an extra incentive in the teaching process." (p570) They aslso conlcude as in my previous source how the amount of research done on the subject is not broadly availble as in other topics.

After reading this source I learned a little bit more about the subject but confirmed more about the information found of my other sources provided being truthful and mention how it is an essential tool which relates as how other of my sources view the concept of gamification as a tool rather than a replacement. This source allows me to verify the conclusion and the aspects presented in some of my previous sources as the truth.

“The Pen Is Mightier Than the Keyboard.”

The ninth source I chose is called " The Pen is mightier Than the Keyboard" it was written by Pam A. Mueller from Princeton University and Daniel M Oppenheimer from the University of California. The goal of the paper is to demonstrate how taking notes on paper is more beneficial for students than taking them with the means of technology such. as laptops and that using them might harm learning. The conclusion of their research showed that student peroformed worse on conceptual question when taking their notes in a laptop compared to pen and paper. This presents a counter argument to my topic of the postive aspects tha technology has in learning and how the gamification process helps learning. It also adds upon my topic as the conclusion on most of the sources I found is how the use of technology is more of a tool than a replacement and the argument presented in this research proves this point.

After reading this source I was able to understand more how technology can be dangerous in the aspect of note taking. As they are often used to trancribe the content and though they allow to have more written notes, they do not help as much since they are writtent faster than we can understand the content . This source incresased my interest in seeing some of the negative aspects technology can also have in learning and if they are worth being used as tools or not in certain occassions such as the one presented in this source "note taking". The source is well divided and esasy to follow the abstract and the conclusion make a good summary of what the paper is about.




“The Super Mario Effect - Tricking Your Brain into Learning More | Mark Rober | TEDxPenn.”

The eleventh source I chose is called “The Super Mario Effect - Tricking Your Brain into Learning More | Mark Rober | TEDxPenn.” it was uploaded by the youtube channel TEDxTalks in 2018 and the presenter is Mark Rober who is a science youtuber was an engineer in NASA. The topic of this talk is how gamification and the effect of it encourages perseverance. He mentions about how the inclusion of losing points from a score system when not achieving the demanded task decreases the ammount of attempts done by that person. In contrast, he remarks how when people were not subject to loosing points they tried the exercise multiple times more. This can be compared to how teaching works and the method of teaching used by teachers. The prupose of the Ted Talk was to inform more people about how to learn more. he shows the sttistics of how those penalised 58 per cent had a succes rate compared to 68% per cent to those who were not. In addition he also shows how the ammount of attends before succes varied as well being from 5 from those who

were penalized compared to 12 from those who were not. After listening and viewing this source I was able to see how some of these concepts can be applied in language learning and any type of teaching in general. The presentation was clear and well divided even though. It is different from the previous sources I found as it was not directly related to my topic there is still a conection that can be made. The source inspired me on my topic and made me question how both the scenarios that were presented had their own advantages.


“Five Ways to Use AR/VR for Language Learning."

The eleventh source I found is a blog post that informs about five differents ways Augmented reality and virtual reality are used as the title mentions. The source is informative as it presents some methods that I did not know about previously such as interactiver prerecorded 360 degrees video available in virtual reality which are intereactive and have different choice options for the student. This is interesting due that similar exercises are available in language learning classes such as videos where the students needs to choose the right answer to complete a sentence, however they are not as interactive as the ones mentionned in the article as the student can see and have a first person perespective about the environment of the video as he was present in the situation. This allows the student to be immersed in the activity while learning. The goal of the blog is to mention the different ways technology presented can be used in language learning as the title mentions.

After reviewing reading this source I got inspired to search about more of the methods technology can be used in learning. This source also made me remember about another method that is used in classrom which is a website caled kahoot that can be used as review class activity for some material. This source can be compared to some of my other sources such as my first one called "Educational Augmented Reality Technology for Language Learning and Teaching" and the sixth one "The Use of Technology to Enhance English Language Learning" by Teaching and Learning Centre Lingnan University as they also show different method and option available to be used in a classroom setting and language learning.

"Using Kahoot! To Gamify Learning in the Language Classroom."

The twelfth source I found is an academic journal called "Using Kahoot! To Gamify Learning in the Language Classroom."published in october 2021. It was written by Lucas Konhke from the Department of English Education at The education University of Hong Kong and Benjamin from the department of education studies. The goal of the paper is to demonstrate how this app / website can be useful as a tool in a classroom setting and can benefit students but also mention its limitations. The authors of the source do a good job to decribe and explain the platform in detail and mention some of the contents that could be use for language learning. some of the limitations are that the platform only allows either multiple choice or true or false questions which some other platforms do not have. Their conclusion is that Kahoot is a good way to creat interaction in the classroom however they mention how it should be combined with other activites that provide verbal communication as well due to the limitations of multiple choice.

After reading this source I was able to compare this specific platfrom and method of gamification to others ones that I found on some of my previous sources suche a the first one and eleventh one which inspired me to do this research as it made me remember that it was used in some of my classes from my academical walkthrough. The source was well divided with headings and the abstract and conclusion were concised easy to understand.

What have I learned ?

I investigated the following research question: What are the effects of technology and gamification in language learning and how they affect both students and teachers? I chose this topic because I am really interested in the various methods technology can be used in language learning. I was interested what were the benefits on using technology and how new ones such as Virtual reality and Augmented Reality are bieng used.

I found the good effects of technology combined with gamification have on language learning and in students both from promary school and Cegep. I learned about the existence of computer assisted language learning and the differents utilities of technology in a classroom setting. The various ways technology can be used as a tool in classrooms such as recording the class lecture, homework that can be done online with the use of technology and the different interactive apps or videos that can be used in class to improve participation. I found out how technology is used to create gamification in a classroom setting and how there are good effects but also some bad effect and there are limitations to the extensive use of application and different methods.

There are a lot of good effect that technology has however as mentioned and concluded by most of the sources I found is meant to be used as tool and not a replacement.There is a bad effect of the use of technology however such as it is not effective in note-taking compared to taking physical notes. The inclusion of gamification witht technology also helps students motivation in learning and understanding the material presented to them.

Works Cited

Karacan, Gökhan Cemil, and Kemal Akoğlu .“Educational Augmented Reality Technology for Language Learning and Teaching: A Comprehensive Review.” Shanlax International Journal of Education, vol. 9, no. 2, 2021, pp. 68–79. Crossref, https://doi.org/10.34293/education.v9i2.3715.


Leow, Ronald et al. "A Psycholinguistic Approach to Technology and Language Learning (Studies in Second and Foreign Language Education [Ssfle])". De Gruyter Mouton, 2015.


Pinto, Rafael Darque, et al. “Foreign Language Learning Gamification Using Virtual Reality—A Systematic Review of Empirical Research.” Education Sciences, vol. 11, no. 5, 2021, p. 222. Crossref, https://doi.org/10.3390/educsci11050222.


TEDx Talks. “The Power of Gamification in Education | Scott Hebert | TEDxUAlberta.” YouTube, uploaded by TEDx Talks, 7 May 2018, www.youtube.com/watch?v=mOssYTimQwM&feature=youtu.be.


Son, Jeong-Bae, and Scott Windeatt. "Language Teacher Education and Technology: Approaches and Practices (Advances in Digital Language Learning and Teaching)." Reprint, Bloomsbury Academic, 2018.


Teaching and Learning Centre Lingnan University. “The Use of Technology to Enhance English Language Learning.” YouTube, uploaded by Teaching and Learning Centre Lingnan University, 1 Mar. 2018, www.youtube.com/watch?v=sXl-Sz3fC2k&feature=youtu.be.


Azzouz Boudadi, Nadia, and Mar Gutiérrez-Colón. “Effect of Gamification on Students’ Motivation and Learning Achievement in Second Language Acquisition within Higher Education: A Literature Review 2011–2019.” The EuroCALL Review, vol. 28, no. 1, 2020, p. 40. Crossref, https://doi.org/10.4995/eurocall.2020.12974.


Al-Dosakee, Karwan, and Fezile Ozdamli. “Gamification in Teaching and Learning Languages: A Systematic Literature Review.” Revista Romaneasca Pentru Educatie Multidimensionala, vol. 13, no. 2, 2021, pp. 559–77. Crossref, https://doi.org/10.18662/rrem/13.2/436.


Mueller, Pam A., and Daniel M. Oppenheimer. “The Pen Is Mightier Than the Keyboard.” Psychological Science, vol. 25, no. 6, 2014, pp. 1159–68. Crossref,

https://www.jstor.org/stable/24543504


Msc, Jonathan Jarry. “Pen and Paper Versus Laptop: Is There a Clear Winner in The.” Office for Science and Society, www.mcgill.ca/oss/article/technology-general-science/pen-and-paper-versus-laptop-there-clear-winner-note-taking-olympics.


TEDxTalks “The Super Mario Effect - Tricking Your Brain into Learning More | Mark Rober | TEDxPenn.” YouTube, uploaded by TEDx Talks, 31 May 2018, www.youtube.com/watch?v=9vJRopau0g0&feature=youtu.be.


Bambury, Steve “Five Ways to Use AR/VR for Language Learning.” Virtualiteach, 23 Oct. 2018 https://www.virtualiteach.com/post/2018/10/23/five-ways-to-use-arvr-for-language-learning


Kohnke, Lucas, and Benjamin Luke Moorhouse. “Using Kahoot! To Gamify Learning in the Language Classroom.” RELC Journal, 2021, pp. 1–7. Crossref, https://dc153.dawsoncollege.qc.ca:2312/login?url=https://search.ebscohost.com/login.aspx?direct=true&AuthType=ip,url,uid&db=a9h&AN=153086585&site=eds-live&scope=site