Digitally Mediated Language Learning (DMLL) is a widely discussed aspect of second language acquisition. The inclusion of digital technology has become almost a necessity in today's society and, expectedly, has incorporated itself into education and language learning. "The internet has qualitatively transformed everyday communication (and) constitutes a multiplicity of language contact zones that is unprecedented in human history" (Thorne et al., 2015, p. 215). The continuous advancements in technology have been occurring in education and language education specifically. Technology is often used to aid instructors in creating materials to add to lessons or even developing ideas of what to do in a lecture. Involvement of technology in the language classroom can alleviate pressure, save time, aid in the development of ideas, and more.
For the first artifact, I displayed the certificates I received as I completed the twenty required modules in EdApp. While pursuing my degree, I participated in online lessons in the form of modules. I completed twenty modules created by the Center for Applied Second Language Studies (CASLS) that focused on many aspects of language teaching that incorporate technology and ranged from gamification to accessibility to assessments. I learned that although technology is a great resource, it is vital for language teachers to remember that it is a tool and should not be used as the primary source of instruction. It is there to help you, not replace you.
While completing the modules, gamification was the concept that interested me the most. A game is "a problem-solving activity, approached with a playful attitude" (Schell, 2008, p. 37). Instructors can use games to promote language learning and improve proficiency by using the rules, effort, outcomes, and rewards commonly used in games to make them challenging and engaging (CASLS, n.d.). The idea of implementing games and interactive activities into a classroom has been something that I have been wanting to learn more about for years. I was thrilled to see that I could receive more knowledge in the area after transferring to the University of Oregon and completing the given modules.
There are three approaches to gamification. The first is game-based learning, which uses a game created and designed to help the players learn a language, such as the gamification aspects of Duolingo. The second is game-enhanced learning, which refers to using commercial games to practice language use (this is typically for listening skills). For instance, learners could play the online game World of Warcraft to practice language production by communicating with other players in their league. Lastly, game-informed learning is when an activity uses typical applications in game designs to gamify something typically not performed as a game (Reinhardt et al., 2012), such as educational escape rooms that use implicit learning. Although I did not receive many chances to gamify lessons or attempt to use games in a language-learning classroom, I got opportunities to practice choosing games I like and learn about what types of games may be helpful in a language-learning classroom.
Another aspect that interested me while completing them was learning how online resources not initially created for language learning are authentic materials. Using authentic online materials, such as social media and online posts, can create opportunities for learners to assimilate into the target community and provide them with implicit learning of social norms and language learning (CASLS, n.d.). I have found games, social media posts, and online resources that could benefit language learners and teachers. I mentioned these artifacts in Design (Resource Collection Project) and Language as Dynamic System (For Learners of English, Korean, and Japanese), where I incorporated such materials into my work.
The final artifact I chose to display is an assessment I created in LT 549: Measuring Language Ability. In this class, I created an assessment that focused on one skill: listening. This artifact was chosen due to its use of technology as a tool for language learning and as an aid for teachers. For this assessment, I utilized YouTube, an online video platform, as the primary tool. LT 549: Measuring Language Ability, a lesson also mentioned in the modules, helped me understand that I can use online resources like YouTube to develop materials and even create assessments. Students are given a transcript of the video with blanks throughout the transcript and are asked to listen along to the video and fill in the missing blanks in the transcript. This artifact also illustrates features of assessments and aspects to ponder when developing them. Guskey (2003) introduces four essential characteristics for creating a practical assessment: the usefulness of the assessment for its learners and educators, which consists of corrective instruction and creates opportunities to exhibit their knowledge of the target language multiple times. While creating this assessment, I thought about how this task could help students develop skills that would benefit them outside the classroom and allow them multiple chances to show their listening skills.
Throughout my Master's degree pursuit, I have found myself utilizing technology as a resource, helping me develop ideas, and as a tool in assessments and lesson plans. I have benefited greatly from the lessons I have received here during this program. I hope to utilize these methods and strategies in the future as I become a language teacher.
References
CASLS, (n.d.) EdApp [module].
Guskey, T. R. (2003). How classroom assessments improve learning. On Formative Assessment: Readings from Educational Leadership. EL Essentials.
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.
Schell, J. (2008). The Art of Game Design: A book of lenses. CRC press.
Thorne, S. L., Sauro, S., & Smith, B. (2015). Technologies, Identities, and Expressive Activity. Annual Review of Applied Linguistics, pp. 35, 215–233. https://doi.org/10.1017/S0267190514000257