Article review for final project

The article entitled “Multiuser Digital Games as Sites for Research and Practice” by Julie Sykes, Jonathon Reinhardt and Steven Thorne discusses the use of MMOGs (massive multiplayer online games) and SIE s (synthetic research environments) and their role in research and practice for L2 language teaching.
The article initially discusses definitions, examples of MMOGs (i.e. World of Warcraft), and the effects on intercultural competence, language acquisition, social interaction, task- based approaches and game mediated literacy development.
For my final project, I decided to focus on Russian folklore and the MMOG “Fragoria” which was released in Russia in 2008 and in the US in 2010. The game is a quest with a folkloric, fantastical theme to it. As a result, there is a rich vocabulary of folkloric terms. The game also has instant chat and a forum where gamers can discuss the game and share strategies. Gamers may choose their own avatars. My lesson plan will also include grammar lessons in addition to vocabulary acquisition.
The elements from Thorn et al I decided to incorporate into my lesson plan are as follows: the students will be encouraged to use the following strategies- negotiation of meaning (confirmation of understanding of dialogue), using external resources (i.e. an L2 student messaging L2 friends questions on expressing a concept in the friend’s native language), explicit feedback (i.e. asking a gaming friend if he has spelled a certain word correctly), translation, and reciprocal assistance (acting as both learner and expert) (Thorn et al. 15); having students create their own identities through character creation which helps them create a multicultural identity (21). Also, my approach will be as Arnseth (as qt in Thorne et al 23) says “learning to play” or in other words, learning the language in order to play the game (23).

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Review of the article entitled “Computer- based Language Assessment: Prospects for Innovative Assessment” by Nathan Carr

The article “Computer- based Language Assessment: Prospects for Innovative Assessment” by Nathan Carr is about using computer technology (CALL (Computer Assisted Language Learning), CBLA (Computer- based Language Assessment), CBT (Computer- based Testing), CALT (Computer- assisted Language Testing), etc) to assess students studying a foreign language. Carr discusses the advantages and disadvantages of using computer technology as assessment tools in the classroom. There are several points in the article that I would like to discuss but first my feelings towards computer- assisted testing.
After reading this article, I think that computer testing still cannot completely replace the human grader. While the computer can do away with much of the bias (not completely though) that humans inevitably insert into grading, it does not necessarily have the judgment skills. In other words, if there is a student who does not take tests well but is competent in the material, then I think the teacher rather than the computer should be grading that student’s exam and/or work. Computers at this point cannot compensate for that. However though, this does not mean that they should be completely ignored. Like most other technologies, they need to be used in addition to, rather than in place of, human graders. There are also programs that utilize human graders as well.
The first point I would like to discuss are the advantages that Call points out. On pg. 4 he brings up a very relevant point considering the current budget climate facing many colleges and universities. He mentions that CBT saves substantially in printing and paper costs. This is indeed an important consideration since many institutions are facing substantial budget reductions. Another advantage that Call mentions is the fact that it is possible with CBT to send and receive tests remotely as well as have a central location for grading, analyzing, etc. (4). This could also save on postage as well.
Call also went into the disadvantages of CBT. While this may appear as contradictory to the previous discussion over CBT being cost effective, Call also acknowledges that CBT can be quite expensive (Jamieson, 2005 as qt. in Call 5) and computer availability can also be an issue (Brown 2004 as qt. in Call 5). I would argue that in most places in the US, computers are readily available but the real question would be do the computers have the capability to support CBT? Also, there was some discussion on pg. 5 regarding tutorial modules for the CBT programs. According to the article, it seems that the TOEFL (Test of English as a Foreign Language) program does not come with a tutorial (unlike the previous tests) because it is assumed that all users have enough familiarity with computers. This is not a valid assumption in my opinion as a large number of ESL learners come from poorer countries that have restricted access (or in some cases no access) to computers.
These points are the ones that I found most interesting to me. Call also discusses other techniques such as CAT. Overall, the article was a good synopsis on computer- based assessment. While the article seemed in favor of computer- based assessment, the author went into some of the disadvantages as well which are important for consideration in adopting a computer- based assessment evaluation program.

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Web site Review

The website http://www.onlineschools.org/resources/online-resource-guide-for-spanish-teachers/ contains a plethora of teaching and learning tools for students and teachers of Spanish. The site is divided into 4 categories: exercises, grammar, teaching methodology, and resources (e.g. translators, phonetics, picture dictionary, etc.) which have handy links to the respective pages. There are also links to music and festivels in the Spanish- speaking world. These are usually linked with some sort of grammar exercise (i.e. a song about the street children in Columbia which utilizes the preterite verb tense).
The first category is exercises. The category is further divided between grammatical explanations, cultural exercises, and flash cards. The explanations are generally adequate although I noticed in some that with the direct and indirect object relating to irregular verbs, there were some verbs (such as ir- to go) that were in the questions but were not in the examples which contained many other irregular verbs. The exercises do have automatic feedback for each question which is a definite advantage as students generally desire this feature.
The grammar category contained explanations about frequently missed verbs and prepositions, the use of por/para, beginning and advanced grammatical topics, and instant- feedback drills. The site also maintains a database of grammar topics complete with explanations and examples.
The third category contains teaching methodology. In addition to methods, there are also links to common issues encountered in the L2 classroom as well as a link on using technology in the classroom. This particular link takes the user to an article by Mark Warschauer and Carla Meskill , entitled “Technology and Second Language Teaching” which explores the different approaches (e.g. cognitive and socio- cognitive approaches), communication and considerations such as money and time involved in developing a technology- enhanced L2 curriculum.
The last category contains links to resources that both students and teachers would find useful. Interestingly, this section contains a link to Spanish- English stories that have the texts side by side. While some teachers may find this objectionable, I think it is the best way for students to learn for two of reasons; firstly teachers cannot expect students to understand every word, secondly, especially for aspiring translators, it would introduce how other translators translate texts and if the students have had a background in translation theory, they perhaps could see some of those theories in actual practice.
Overall, this web site is adequate for the L2 teacher and student. In exploring the links to the stories, I discovered stories with side by side texts in a variety of other languages such as Russian which could open it up to instructors and students of other languages. The story was the same throughout the different languages. However though, the site is designed for Spanish students and teachers.

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SLAT Lesson Plan

SLAT 596o
April 5, 2011

This is a lesson plan for a 300- or 400- level Russian language class that is built around the MMOG Fragoria. While it has been popular in Russia for several years, it has only become available in the United States relatively recently. The theme of Fragoria is fantasy and the player encounters many fantastical figures from Slavic folklore and mythology. The player scores points and advances through doing tasks assigned by wizards, witches, merchants and even peasants. Throughout the game, the player may choose to chat with other players. The game is available in both Russian and English. Fragoria also does not require the player to download the game and it is free to play for the most part. There are instances where the player will have to pay to get certain powers and abilities but these are not needed to enjoy the game and maximize its potential in the classroom.
Current reviews in the US say that the translation is not the best (for example, one reviewer took issue with the Zombies in the game because the Russian name, myertvyets was translated as “the undead”) however though, I felt that most of the translation in the game was indeed adequate. But as any translator can tell you, translation can be very controversial.
The lesson plans are designed with the following in mind: (a) team up American students of Russian with native Russian gamers through online chatting. American gamers will use chat to communicate with Russian gamers on tips, strategy and other items associated with the game as well develop their language skills. Optionally, students may surf the forum and post questions and answers in Russian. This will be for bonus points; (b) Discuss among themselves the quality of the translation. Do they agree or disagree with the reviewers? Why? This will serve to introduce to them the controversy that arises when doing translation; (c) learn the names of different figures in Russian folklore and mythology. Subsequent lessons will require students to read byliny or folktales in Russian and so it is necessary for them to learn the needed vocabulary. The lessons are planned with the assumption that there will be 50 minutes of class time per day. Throughout the lesson, students will be expected to keep a log of their progress. They will also give me their user names so that I can verify who was participating in the forum for extra credit.
Lesson zero will start with the first 25 minutes of class being devoted to familiarizing the students with the game. This maybe done in English; the students will register and pick an avatar. If there is still time, the students may start the game in English. After the first 25 minutes is up, the students will switch to the Russian server and play the game in Russian for the duration of the lesson plan. This will continue until class time is exhausted. Also, the students may opt to open a second window for Google Translate or keep their dictionary with them as there will be words that they are unfamiliar with. Students can begin chatting with other gamers as well. The goal for the first lesson is ultimately to get students aquainted with the game and to have any questions they might have answered. The instructor will be standing by throughout the lessons to answer any questions the students might have and to guide the class through the lessons. For homework, students will be asked to research online Russian folklore characters and stories and then will bring a short, one paragraph summary on who the characters are and which stories they are featured in. The names of the characters should be in both Russian and English. The students will be expected to bring this to class the next day.
Lesson one will begin with an introduction to Russian folklore in English. For 10 minutes, we will go over the names for “witch”, “wizard”, “peasant”, etc. to make sure students have an understanding these words. They will then enter into the game and begin playing. Students must complete at least 10 tasks in the game before the end of the period. The students will fill out a log to verify that they performed the tasks given to them. Students may also converse with each other on the game and on different strategies throughout the lesson if they choose. Also, students will either at home or in class, write up a summary (in English) of their chats with other Russian gamers. These will be submitted at the beginning of each class.
Lesson one point five will be on the verbs of motion and their grammar. We will discuss both the imperfective and perfective forms as well as multi- directional and uni- directional verbs. Prefixes will also be included in this lecture. Less common motion verbs such as “to chase/ drive” (гнать/ гонять (gnat’/ gonyat’)) will be omitted from this lecture and will be included in a separate lecture. There will be a discussion which cases and prepositions VOMs take and the grammatical explanations as to why they are used. At the end of the lesson, I will pass out lyrics to the song Ya Lyublyu which is rich in verbs of motion. We will listen to it on Youtube http://www.youtube.com/watch?v=rXpPTIgj7dg following along with lyrics and circling the VOMs that the class sees. For the oral component of the final exam, students will be required to recite it from memory.
Lesson two the students will continue playing Fragoria but this time they will focus on the verbs of motion used in the game. Throughout the game, the students will write down the text in which contain verbs of motion; at home they will underline them and write down if they are perfective or imperfective, prefixed or non- prefixed, why they are used in this particular case and which grammatical case they are taking and why. This will be turned in to me at the beginning of the next day’s class. Any chatting done using the verbs of motion they will write down and do the same explanations. The students will be told to write their explanations as if I was the student and they were the teachers. In this sense, I can get a feeling as to whether or not they understand the concept of how motion is expressed in Russian. Also, I want to see if they understanding the use of the verbs of motion in the game. For Americans, this concept is probably one of the more difficult concepts to master in Russian. English makes no distinction between one direction and multi- direction, means of transportation because it is usually assumed by the native English speaker that when someone went to Moscow, they flew, or that when they went to get the mail, they walked. Russian however, requires that the speaker make a distinction between the types of motion and direction (e.g. I went to Moscow (meaning of some means of transportation is implied and in this context it is implied that the speaker went to and from Moscow)/ Я летал (flew) в москву (Ya lyetal v moskvu)- the imperfective multi- directional verb is used here because the speaker made a round trip versus I went to Moscow three years ago (and stayed or went there to accomplish some goal/ Я летил в москву три года назад (Ya lyetil v moskvy tri goda nazad).
Lesson two point five will focus on the imperative. This grammatical concept is very common in Fragoria (the player is receiving requests to perform certain tasks). Like the previous lesson, we will have a lecture on the imperative. The lecture will include stress shift and how that affects the formation, the differences between the imperfective and perfective imperative, formal versus informal, as well as the use of the infinitive in the imperative sense (e.g. Bring another stone/ Возьми ещё кaмень (Voz’mi eshcho kamyen’)- an example of the imperfective being used in an informal sense. Please read the article all the way through/Палуйсто, прочитайте статью (Pazhalista, prochitaitye stat’u).
Lesson three will continue on with the game except students will focus on the imperative and will write down dialog that contains the verb in the imperative. At home, the students will explain which form the imperative is in and why, mark the appropriate stress, indicate the aspect (imperfective or perfective), why this aspect is used, indicate the verb pair (in Russian, verbs come in pairs with one being imperfective and the other being perfective), the basic conjugation patterns and the case that the verb pair normally takes. The same will be done with any online chat that goes on. The verbs encountered in the game will be on the written portion of the final exam where they will be expected to conjugate and formulate example sentences on how they are used.
After the conclusion of the game lessons, the students will break out into groups and discuss the quality of the translation. The groups will be allowed to revisit both the English and Russian versions of the game as needed. The groups will be chosen according to students who liked the quality of the translation and those who disliked the quality of it and thought it could be improved. The groups will be expected to organize their arguments and participate in a debate. The projected time should be one class period for the students to organize and present their arguments. Should this fall through, a back up will be a review on the verbs of motion, the imperative and Russian folklore. I will be mediating the debate. The objective here is to give students an appreciation of how controversial translation can potentially be. It took the translators ten years to translate Leo Tolstoy’s Anna Karenina from Russian to modern English. This was partly due to the fact that the translators often disagreed on how to translate a particular word. I would like the students to get a taste of what that is like.
The following class will be devoted to Russian folklore and mythology. The class will access the site http://www.sacred-texts.com/neu/tai/tai39.htm which has a side by side Russian and English text of the folk tale The Tale of the Armament of Igor and together we will read the Russian text as the Russian is pre- 1917 (when the Bolsheviks introduced reforms to the Russian language which still survive in modern Russian) and so it has some archaic pronounciations. The story has three parts to it and the goal is to read the first part together in class and have the students read the subsequent parts at home as homework. Students will then bring in a one to two page paper on how closely the tale matches the history behind it. This information can also be found on the site http://www.sacred-texts.com . In the paper, the students will need to cite specific examples. This will be turned in at the beginning of the class.
The final exam incorporating these lessons will consist of an oral portion in which as mentioned earlier, students will recite from memory the words from the song Ya Lyublyu. The second component will be for the students to retell their experiences in Russian, playing the game “Fragoria.” I will ask several questions such as “What new verbs did you learn from the game?” “May you tell me the word for ‘witch’?”, “What about ‘wizard’?”, “Did you make any lasting friendships with Russian- speaking gamers?” and “Did ‘Fragoria’ spark your interest in Russian and/or Slavic mythology and/or folklore?”
The written portion will include a vocabulary section (Russian- English) consisting of words from the game. This will include up to the highest level obtained by the class. This section will also include mythological characters from the game and from the tale The Tale of the Armament of Igor. In this case, the students will have to describe who they are in Russian. The second section will be on the folk tale The Tale of the Armament of Igor; there will be a random passage in Russian with a certain verb (or verbs) underlined and the students will have to explain the tense, aspect, the infinitive and its English equivalent. They will also have to designate the case and whether or not it is singular or plural and which gender the example is declined in. The third section will be an essay (to be written in English) on the quality of the translation of “Fragoria.” The students will be expected to take a stand on whether the translation was excellent, average or poor. The students will have to cite specific examples to support their arguments.
It is hoped that the game “Fragoria” will become a tool in the toolbox of each student. They will be encouraged to continue on with the game and foster relationships with Russian- speaking gamers and increase their active vocabulary. I also hope that students leave with a better understanding, if not a genuine interest in Russian/Slavic mythology and folklore.
While MMOGs are not for every student, they can potentially attract some students who may have not even considered learning Russian but have an interest in computer games. This can be extremely helpful in the long run since most departments like Russian in four year institutions tend to be small and are often the target of budget cuts during a poor economic climate. Increasing student enrollment can potentially deflect much of these cuts. While more research has to be done, the early evidence points very favorably towards using MMOGs, MOGs, and video games to teach foreign languages in the university and the K-12 classrooms.

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Article Review

The article entitled “Beyond Comparisons: Frameworks for Developing Digital L2 Literacies” by Jonathon Reinhardt and Steven L. Throne explores the different frameworks for L2 literacies and how the internet and other technology have changed the definition of “literacy.” A number of other articles are also cited in this one.
The article starts by defining what it means to be literate and how that has changed with the widespread availability of computers and internet service. Because of this new phenomenon, educators have had to redesign the L2 classroom in order to educate students on new the literacies as well as utilize new technologies that are now available to L2 students and teachers.
The article goes to discuss pedagogical frameworks for incorporating new literacies. The tables provided show several socio- cultural, awareness oriented, and functional pedagogical frameworks. Afterwards, the authors go on to provide example activities that focus on L2 skills (i.e. reading) incorporating new technologies into lessons. One type of approach I thought was interesting was Corpus- informed approaches. The objectives of these kinds of approaches is to develop the awareness of lexico- grammatical concepts “which complements a genre- oriented focus a genre- oriented focus on social features of texts” (Rehardt & Thorne 13). Taking this concept, theL2 instructor could develop a lesson using internet texts and discussion board posts or another activity could be observing the frequency certains words appear at (13).
The article goes on to discuss multiliteracies that are situated around the four phases (situated practice, overt instruction, critical framing and transformed practice). Bridging activities are discussed too (activities that bring these concepts into the classroom). Reinhardt and Thorne suggested that a three phase cycle be used for the implementation of these activities.

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Article Review

The article entitled “Augmenting Learner Autonomy through Blogging” by Atanu Bhattacharya and Kiran Chauhan explores the relationship between learner autonomy and Blog Assisted Language Learning (BALL) in a month long study. The study took place at the Patel Institute of English Training and Research in Gujarat, India.
The participants were 35 second year MA students from a rural or semi urban background. They had had little or no exposure to English or technology. Their motivation levels were also very low.
The questions that the study sought out to answer were the following: “1. Can blogging help foster autonomy? 2. Can blogging be used to develop group interaction and promote ‘interdependence’? 3. Is blogging related to extrinsic motivational factors or to intrinsic ones? 4. Can blogging aid in enabling the students to develop their language skills autonomously? 5. Is blogging conductive to developing metacognitive skills like monitoring and critical reflection?” (Bhattacharya & Chauhan, 376). The authors define blogs as “as a kind of spontaneous online journal, a sort of hybrid diary/ blog/ community/ bulletin board…” (Bhattacharya & Chauhan, 377). They then go on to cite various research that supports the use of blogging in the second language classroom.
Initially, the researchers divided the students into groups of 3 for the following reasons: 1. There were a limited number of computers and internet access was cantankerous; 2. Students had varying levels of English proficiency and therefore it was deemed to be a help if they worked in groups so that they could support each other; 3. The students only had basic computer skills and had no knowledge on resources such as blogs. Prior to the official start of the study, a Likert- scale questionnaire was given in order to gauge each student’s independence. Examples of the questions include “I manage my own problems and generally do not need help from others” and for computer skills “I am confident with the computers and like working with them” (Bhattacharya & Chauhan, 378). The researchers then chose 12 group coordinators to be responsible for the implementation of the activities. Also, 6 project coordinators were chosen out of the original 12 “based on the advanced levels of language and computer skills they had” (Bhattacharya & Chauhan, 378). Students were asked to keep a journal and were given the following guidelines for writing one: “1. how did you plan out your project? (What did you do first? What next? Etc.) 2. What were the things you learnt during the project? (Give examples of you learnt it. You can quote a particular incident.) 3. What were the problems that you faced? (Coordination problems? Lack of direction? Language problems? Technical problems? Etc.) 4. How did you overcome those problems? (What did you do or what steps did you take to solve them?) 5. If given a chance, what would you do better next time?” (Bhattacharya & Chauhan 378). Students were instructed to create a blog using blogger.com or wordpress.com and to publish at the minimum two posts- an academic assignment and a topic that they found interesting. The students followed a series of steps to create the blogs and to upload their assignments as well as interact with one another and to submit reflective reports on their blog experiences.
In all, 35 reports were collected and researchers created four sub- categories: 1. “Independent language- learning skills and strategies 2. Decision making and ability to face changes 3. Developing interdependence leading to independence 4. Motivational factors” (Bhattacharya & Chauhan, 379). Interviews were also conducted with five of the students, three of the coordinators, and two group members. The questions were open- ended and were aimed at getting a better understanding of what students learned through blogging and whether it helped them or not.
An analysis of the reports showed that the greatest gain was in the area of “purpose setting and idea generation” (Bhattacharya & Chauhan, 380). 61% of the students felt that blogging could help them further develop these skills as well as their research skills. 63% felt that they could overcome challenges effectively (creation of a blog was seen by many as a great accomplishment). 52% said they enjoyed interacting with their peers and during the interviews, most focused on this aspect. As far as motivation goes, 25% were motivated by extrinsic demands and 67% were motivated by a sense of self- achievement and by being more independent.
The major findings were that BALL can foster learner autonomy, can help develop key decision making skills, interdependence can lead to independence, extrinsic and intrinsic factors play essentially an equal part in motivation and that there seems to be a correlation between intrinsic and extrinsic motivational factors and independent decision making that ultimately could lead to a development in language and cognitive skills. The main limitation was a limited time schedule.
I thought the article was laid out in a very easy to read fashion. It is too bad that the study could not have had more time. However though, when looking at the number of students who benefited from this, most of the time it was a little more than half did. What happened to the other half? Did researchers have to find an alternate way to help them learn or were they simply just not motivated? A few sentences on this would have been nice. Like video games, blogging is showing some great potential as a tool that can be used in the L2 classroom but like its counterpart, more research is needed before it could be officially incorporated into a curriculum.

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Review of Squire’s “Open- Ended Video Games: A Modal for Developing Learning for the Interactive Age”

The article “Open- Ended Video Games: A Model for Developing Learning for the Interactive Age” by Kurt Squire explores the use of video games in a teaching and learning environment. The chapter in review provides a theoretical framework that incorporates open- ended or “sandbox” games (as they are sometimes referred to in the article) “to recruit diverse interests, creative problem solving, and productive acts…, or using games as tools for modeling…” (Squire, 167). The chapter discusses studies of gamers “in the wild” as Squire writes, in school, after school in activities specifically designed for learning. The chapter concludes with an investigation on how games could be used to develop “players’ productive (italics author’s) literacies, their ability to use digital technologies to produce both meanings and tangible artifacts” (Squire, 168).
The author began by discussing previous studies. With these, the games were “targeted” or designed for a specific purpose. One was a game he developed (along with some MIT physists and a team of MIT researchers) called “Supercharged!” which was designed to give students a better conceptual understanding of physics by essentially making them think like a charged particle. The author’s studies with this game proved that students did come away with a better conceptual understanding of physics. After the initial studies, the author and fellow researchers experimented with the game in a variety of contexts ranging from MIT courses to middle schools and that the game was effective for two types of students: those who were struggling with the textbook definition of the concepts and secondary school students who were disenchanted with school. The group with the highest success rate was in the first group and with students who previously had not taken science experiments seriously and “goofed off” instead. The conclusion of the studies showed that the game was very good at making students think in a certain way about physics but did not give the students any tools in applying the concepts in the real world. In short, although the game was deemed a success, it demonstrated little potential in leading students to pursue a science- related career. The author goes to explain several other studies involving “targeted” games but such are out of the scope of this review. Now on to the main focus of the chapter: Open- ended simulation games.
The two main open- ended games explored by the author is “Grand Theft Auto: San Andres” (abbreviated as “GTA: SA” in by the author and will be done so in this review) and the “Civilization” series. The objectives are as follows: explore how open- ended games work in order to design learning objectives based on their characteristics, and link research and theory so that learning environments can be produced. The main argument the author is presenting is that these games like “Civilization” allow players to ultimately develop new identities.
The “GTA: SA” study focused on a twelve year old African American youth, Hovi, from a low income neighborhood who was fond of playing the game “GTA: SA.” Throughout the interview, Hovi talked about how the game sparked his interest in hip hop music and automotive designs. Hovi also talked about using cheats and how they enabled him to pursue these interests without the restriction placed by the game itself. However though, the author noticed that when Hovi was with his friends, his answers changed. He would talk about driving recklessly and “capping” people and would swap stories with his friends about doing so in the game. Neither Hovi nor his friends really showed any interest in discussing race or violence. After the study with Hovi was completed, the author then went to gamers (all of whom were fans of the “GTA: SA” game) from a white, working class neighborhood and interviewed them on the game. The goal here was to see if the perceptions of race and violence were affected at all by backgrounds. When asked about the violence, the players did show some concern that perhaps someone out there who is playing the game could in fact become violent. But they showed the greatest concern about racial depictions in the game. They commented on how stereotypical the main character is (an African American in LA who was recently released from jail, joining a gang) on this particular game as well as earlier “Grand Theft Auto” games. Ultimately though, they saw the game as a competition. The third group interviewed comprised of all high school age African Americans from a working poor neighborhood. Interestingly, the researchers found that this group was even less concerned about race and violence in the game but more so in their neighborhood and remarked on how unrealistic the violence is in the game. They also commented on how easy it was in the game for blacks to be able to buy a house and accumulate wealth whereas in the real world, that simply is not the case. But they did like how the game portrayed racial tensions. The researchers found that because of “GTA: SA”, participants from all 3 groups were able to critique the current socioeconomic order in the United States.
The next section (and I think more interesting and definitely worthy of further study) of the chapter is on the game, “Civilization.” In this game, players build their own civilizations and lead them, from 4000 BC to present day. Players utilize natural resources; build up infrastructure, conduct trade and diplomacy, making decisions (i.e.” guns v. butter”), and wage war. While all the students approached the game with different attitudes and interests, most did become actively engaged with the game in one way or another. For instance, the researchers observed one girl playing the game that started out as a pacifist and simply wanted to nurture her civilization but yet as she learned more about economics and geography, she found herself having to engage in war more often. Also, the researchers found that the middle school aged girls became very talented political negotiators whose knowledge surpassed both the teachers and the researchers. However though, there were two items that both interested and concerned me. One was that the majority of the students after playing the game still felt that the Native Americans were pacifists and that the Europeans were “evil.” This erroneous view needs to be addressed some other way besides the game. Secondly, and this could have been underscored by the statements on US foreign policy read by the students, but it seemed to me that the students were coming away with the idea that the US was a colonial power, just like Britain and France. This in itself is a very controversial view and it might be beneficial for the students at this level to be provided with some more neutral and more analysis so that they can decide for themselves rather than being fed one point of view. My concern is that their academic growth could be stifled if this issue is not resolved. However though, the research does show that players were thinking critically as a result of playing this game. For years, educational experts and parents alike have been calling for more critical thinking at the K- 12 level so this could potentially be a very strong selling point to parents, teachers, and school administrators.
The third study in the chapter deals with Apolyton University. This unique university is run by students for students. Here, players enter a curriculum based on the game “Civilization” and take courses based on certain aspects of the game (e.g. in the example on pg. 186, there is course called “Give Peace a Chance” where players are forbidden to engage in war) and students are expected to discuss their progress. The university is open to anyone regardless of age or credentials. Usually players enter as advanced users and then begin by “playing” with the game (e.g. experimenting with cavalry upgrades) and in some courses, players change entire rule systems or eliminate one aspect such as maintaining a standing military. Overall, the learning system at Apolyton is designed around both transmitting and learning information. The courses are designed to test a particular area or having a player experience a particular thing. After two years though, “Civilization” had literally been modified to “perfection” and there were no new avenues to pursue. While a few of the students were hired by Firaxis as scenario designers (no doubt thanks to their experience gained at Apolyton), most bided their time until the next version of “Civilization” came out.
My feelings to the Apolyton study are lukewarm. While the players at Apolyton did a good thing by working out the “bugs” in “Civilization”, I think it was mostly a waste of time simply because the players did not receive any college credit (at least none was mentioned in the article) and acquired a skill set that applies to a very specialized field.
In the summer of 2005, the author et. al. designed some afterschool clubs designed around the principles from Apolyton and “Civilization.” It was hoped that students would design and experience “their own set of collective intelligence” (Squire, 188). During the process, students would learn world history by experiencing historical scenarios during the game. Also, it was hoped that students would develop problem solving and creative thinking skills. Most students were fifth or sixth graders, African Americans from poor backgrounds and little technological background. Most deplored school. However, by the summer, all students could locate ancient civilizations on a map, name important historical military units and could argue about the growth of cities in particular geographic areas. Students also devised strategies and played with other adults and kids online.
By fall, every student had developed an interest in history and gaming strategy. Some even began contemplating careers as game designers and one created a scenario on the Gulf War after researching the various aspects of that time in history. The student’s end goal at the time of the writing was to become a senator.
Thanks in no part to the efforts of Apolyton University; these students who had previously been apathetic towards school came full circle. While game- based learning environments still need to be researched more, I think it is something that can really revolutionize schools. As I was reading this, I was thinking back to my experiences as kid playing “Ages of Empires” and how it sparked an intense interest in the Middle Ages that I have to this day. My brother, my sister and I thanks to that game, could, like subjects in the studies, name important historical military units, weapons and forms technology from the different times of the Middle Ages, used strategies, etc. In short, there is a lot of potential for a game- based learning environment but there several hurdles that need to be passed. One obviously is adequate research but the other which could be the most challenging would be to get it adopted once researchers figure out the best ways to incorporate it into a classroom. There will probably be lots of blowback from parents and teachers alike because it is a new concept. Then of course, there will be the issue of funding which in the current budget climate has become the center of attention. But all in all, there is much potential, especially in the realm of social studies, for a game based curriculum.

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My Thoughts on Reinhardt, et. al and Piirainen & Tainio Articles

Both the Reinhardt et al. and Piirainen & Tainio articles discuss the use of video games as a way to teach foreign language to students.

Reinhardt et al. investigates two types of gaming: multiplayer online games (MMOGs) and synthetic immersive environments (SIEs) and their role in research and practice. The article begins with a discussion of the different genres of games that are available to the consumer which are indeed plentiful, ranging from Halo 3 (classified as a “shooter” game) to SIMS (classified as a “simulation” game). Reinhardt et al. point out that many of these games can be played by a single player, multiple players or massive amounts of players (in excess of 1,000). As is mentioned, already many sectors (the military, medical field, etc.) have utilized gaming as a means to train personnel and so it is only natural that gaming be used to teach a foreign language and according to the authors, it has great potential. They argue that with the huge global diversity found in online gaming, it would be very easy to interact with players from other cultures. As an example of this, a case study by Thorne (2208) focused on two gamers in World of Warcraft; an English speaker in the US and a Russian speaker in the Ukraine. They met while hunting dragons and decided to collaborate rather than compete with one another. Throughout this, they discussed non- related subjects such as pop culture and school. They primarily interacted in English but some Russian was used as well. As a result, along with collaborating on how to play the game, they also collaborated on eachother’s language and gave feedback.

This study caught my attention not only because of the Russian, but also it gave an example on how MMOGs could be used to learn a foreign language. According to the article the example hardly typifies all MMOG environs but it still provides a good idea on how this particular online game works and its L2 use. As I was reading this, I was thinking how a “shooter” game such as Halo 3 could be used. From my experience, it seems like more people gravitate to those types of games than to others such as SIMS or World of Warcraft. XBox does have an “online” feature (known as XBox Live) where players can interact and it is possible on a game such as Halo 3 to interact with players across the world. I could see an L2 Russian class in Tucson teaming up with EFL learners in Yakaterinburg, Russia playing Halo 3 on XBox Live and giving each other feedback like the two players on World of Warcraft. Halo 3 is a very popular game is undoubtedly at this point, available throughout Europe and most likely the world. I think that would be a great tool for a third or fourth year class because it would force students to create with the language- something that is painfully lacking in many L2 programs.

The Piirainen and Tainio article investigates Conversation Analysis (CA) as a tool for analyzing L2 learning through interaction with fellow video gamers. The study focuses on two 13 year old males, both Finnish who have studied English for 4 years. One of them spent time in the US. The game used was Final Fantasy X, the tenth installment in the Final Fantasy series. The game’s main language is English but there are subtitles available in the menu. The boys used English for most of the time while playing. The study also investigated repitition. The game was also Final Fantasy X. They found that “repetition emerges as a recurrent and frequent practice through which players respond to salient and meaningful events in the game and display their own understanding and experiences of them. Repetition serves as a resource for participation… during moments when the game does not require immediate action from the players but unfold through narrative sequences… these players often display their continued attention to the game by repeating the sounds, words, and utterances made available by the temporally unfolding game text… players draw attention to and comment on characters, scenes, and events as they unfold in the game” (Piirainen & Tainio, pg. 165). Again, this demonstrates the great potential for games to be used in L2 teaching. As mentioned earlier, getting L2 students to create with the language really does help win them aquiring it.

I would like to point out though that using games to teach L2 is not the “silver bullet.” It does not take the place of grammar instruction. The speech used in these games is often very conversational and not “good” Russian or “good” Spanish. L2 students need to learn both. This is why I think games could be a great tool in the third and fourth year courses is because students usually have a decent foundation of grammar and basic vocabulary and so its time they start creating with the language and interacting with native speakers.

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Review of Kabata and Edasawa Article

 

The article “Tandem Language Learning Through a Cross- Cultural Keypal Project” by Kaori Kabata (University of Alberta) and Yasuyo Edasawa (Doshish Women’s College) examined how student language learning learning happens in a meaning- focused communication project. The study focused on the Canadian students learning Japanese and interest was particularly strong on how the students responded to different types of input from their keypals. Data was gathered from student logs in which they reported what they learned and how. Messages were also examined and crosschecked with each log entry.
The article touched on previous studies that had been done as well as defined the term incidental learning which according to the authors is “… a form of learning that takes place when their attention is ‘focused on meaning rather than foreign language’ ” (Hulstijin, 2003, pg. 349 qt. in Kabata & Edasawa, pg. 105). A second term that the authors defined is intentional learning which is learning that “involves a deliberate attempt to commit new information to memory… [through] rehearsal and/or mnemonic techniques” (Hulstijin, 2003, pg. 360 qt. in Kabata & Edasawa, pg. 105). The article cautions the reader that these two notions should be differentiated from implicit and explicit learning. Implicit and explicit learning according to the authors refer to “the absence or presence of conscious control or awareness (emphasis authors’), whereas incidental vs. intentional learning is more concerned with the methodology or the form of learning” (Kabata and Edasawa, 105).
According the authors, much of the earlier literature on incidental learning focuses mainly in the area of vocabulary acquisition (i.e. Huckin & Coady, 1999) and rarely in other areas of language learning. The authors cited only two articles that investigated incidental learning in grammar: Loewan (2005) and Lee (2008). The Loewan article focused on how students received corrections from teachers while engaging in meaning- focused activities. The Lee article examined CMC interaction with native and non- native speakers of Spanish. However, the authors of this study investigated language learning via bilingual exchanges like the study done with UA and DWC- something they said very if few of the previous studies they discussed did.
The aim of the study was to address the following: “(a) what kinds of linguistic items are learned through the keypal project?; (b) do students recognize and learn from keypals’ corrective input differently when they are presented explicitly as opposed to when they are presented implicitly without overt instruction?; and (c) what kind of incidental learning, if any, is observed?” ( Kabata & Edasawa, pg. 107). The project itself is carried out each fall for 8 weeks, October through November which is according to the authors, is the longest they can go because of different academic calendars. The form is tandem learning and the UA students have has three years of Japanese and the DWC students have had three or four years of English. Students were told to post questions in the L2 language and to answer their partners’ question in their native language. The students are divided into groups of four or five, two or three UA students and two or three DWC students. Groups work together on a range of topics from differences in communication between men and women to how silence is perceived in a discussion as well as more common areas such as student life to women’s role in family and society. Students are paired according to their interests and at the end, UA students are expected to do a presentation and DWC students are expected to write a research paper. The study is worth a significant part of student grades in both institutions.
The total number of participants from UA was 40 and from the DWC, 35. The UA students submitted their logs four times during the project. Each entry in the student logs was divided between linguistic terms and learning style. The linguistic terms were subdivided as vocabulary (V), Kanji (K), grammar (G) and expression of sentences and phrases (E). Learning styles were subdivided into LS- I (learned through explicit error corrections by keypal), LS- II (noticed own error without keypal’s explicit correction), LS- III (learned through Q&A with keypal) and LS- IV (other) (students were asked to specify ‘how’ they learned).
370 entries were collected from UA students and 62 from DWC students. Some interesting trends in the distribution were that with Kanji, there were 59 entries in the grammar section under LS- I and 0 under LS- III and for vocabulary there 21 entries under LS- I and 158 under LS- IV. The LS- IV had a grand total of 210 entries under it while LS- I had 117, LS- II and III had 19 and 24, respectively. The 117 entries in LS- I were the keypals’ explicit corrections.
Conclusions from the project were that students frequently learned vocabulary from their keypals’ postings but often did not notice grammatical items unless they were explicitly corrected. The keypal project provided many opportunities for incidental learning through a variety of ways including explicit and implicit error communications to exposure to authentic texts. The study also found that students learned better with explicit corrections than with implicit corrections. Students reported that they learned more vocabulary and grammar than spelling and reading.
The article was laid out in an easy to read format. The definitions of the terms used were very helpful in following the article. I also liked how the study is repeated every year. This allows for researchers to study a range of students with different levels of proficiency (third year really does not mean anything. Any experienced foreign language instructor will tell you that students at this level all have varying degrees of capability in their chosen language). This study could also be used to determine how strong the language programs are at UA and DWC. At the UA end, the fact that students learned more vocabulary and grammar might suggest that first and second year students should receive more training in those two areas. But this is just speculation on my part. Overall, the article was well written and unique because of its exploration of student L2 learning in meaning- focused communication through bilingual exchanges.

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Culture and Technology in the FL Classroom

The Bauer, et al in the “The Cultura Project” brought some very important points to the table as far as the importance of teaching culture in the FL classroom. The discussion of the differences of French and American students was particularly interesting because in a mild way, it illustrated the “culture clash” quite well. On pg. 37, the French interpretation of the Second Amendment illustrated this quite well with the passage “… the freedom to get killed” which to the average American may seem like a gross misinterpretation of the Second Amendment.
The example of the mother slapping the child on pg. 39 was also interesting but not all that surprising with Americans blaming the mother and the French blaming the child. The fact that the Americans blamed the mother reflects on the contraversy of physically disciplining children in the US. Also on pg. 39, was the French desire for order and harmony. Looking at this from an American point of view, this to me seems like conformity because I grew up in a culture that favors individualism (i.e. Frederick Jackson Turner’s “Frontier Thesis”) whereas the French see that as selfishness.
This also leads to a concept that I think Bauer et al did not do a good job in defining: culture. What is culture? To an American, culture takes a more socio- political definition with the emphasis on beliefs, history, customs, politics, social issues, etc. whereas to a Russian, culture is defined as art and literature and the history, social issues, etc. are viewed as different entities.
The case study on pg. 47 pointed out the overall weakness in the L2 training the typical American university student receives. On pg 49, the article cites one student as saying it took her 90 minutes to read a small (100 words) forum posting. This shows me that Cultura is not only teaching culture but is also exposing the poor quality of language training in the US. This issue has been a bone of contention both inside and out of academia and so far shows no sign of being resolved.

The Belz and Thorne article discussed on pg. XVI the lack of partnerships between native English learners and languages such as Arabic, Farsi, Japanese, etc. I found that section hard to agree with. Because so many of those languages are designated as “critical”, the US government has been dedicating much taxpayer money to this area. I find it hard to believe that educators have been running into problems. The resources are there, the L2 speakers/learners are there; they just need to utilize them in the correct way.

Contemporary FL students are now in a unique position with SCMC and the like, to really get exposed to and to learn about the C2. FL students before them had no such opportunity unless they actually traveled there. Today it is possible to learn about a culture without ever leaving your laptop.

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