Reconceptualization of the context in language learning with a location-based AR app

Author(s): Sangmin-Michelle Lee, Moonyoung Park

Year of publication: 2020

Keywords: Location-based augmented reality (AR), Language learning, Contextualized learning, Student engagement, Digital storytelling

Methodology/Sample: Mixed methods/40 students

Reference: Lee, S. M., & Park, M. (2020). Reconceptualization of the context in language learning with a location-based AR app. Computer Assisted Language Learning, 33(8), 936-959. https://doi.org/10.1080/09588221.2019.1602545

Abstract

In many English as a foreign language (EFL) contexts, learning is often limited to decontextualized classroom learning, and students suffer from lack of interaction and authentic opportunities for language learning. One of the recent emerging technologies, context-aware augmented reality (AR) technology can mitigate this problem for EFL classrooms. In the present study, 40 college students created scenes of gamified digital stories on a location-based AR app and shared them with other students. This study investigated how the students used the physical context and properties in their scenes and how the technology facilitated language learning. Data were collected from student learning outcomes, post-surveys, and reflection papers. The results showed that the students employed context in three different ways, a real place, a fictional setting and a blended reality, and then integrated it with their content and transformed it into a co-constructed meaning-making site. The study also discovered that the technology supported the students’ language learning in the affective, cognitive, and social domains. All elements found in the three domains were interrelated and ultimately contributed to student learning.

> Summary

  • The study explores the use of location-based AR technology in enhancing language learning for EFL students .
  • Students created gamified digital stories, integrating physical context with content for meaningful learning .
  • The research highlights the affective, cognitive, and social domains of student learning outcomes .
  • Findings indicate that interactions during content creation fostered collaboration and authentic communication .
  • Limitations include not differentiating experiences between creators and players in surveys .

> Problem statement

  • The paper discusses the limitations of decontextualized classroom learning in EFL contexts, leading to low motivation and engagement among students .
  • It highlights the challenge of integrating authentic communicative situations into language learning, which is often lacking .
  • The study emphasizes the need for context-aware technologies to enhance language learning experiences and interactions .
  • It identifies technical difficulties and cognitive overload as significant barriers faced by students during the learning activity .

> Methods used

  • A mixed-data collection method was employed, integrating qualitative and quantitative data to enhance credibility and validity .
  • Qualitative data included students’ scenes, open-ended survey questions, and reflection papers .
  • The reflection papers underwent qualitative content analysis, identifying positive and negative comments .
  • Themes from reflections were categorized into affective, cognitive, social, and technical domains .
  • A post-survey with Likert scale and open-ended questions assessed students’ experiences .
  • The study involved 40 college students creating gamified digital stories using a location-based AR app .
  • Data collection included student learning outcomes, post-surveys, and reflection papers .

> Practical implications

  • The study highlights the need for improved app quality to enhance student creativity and performance in language learning .
  • Active teacher intervention during authoring and revising stages can boost student engagement and product quality .
  • Context-aware AR technologies can reconnect learners with real-world applications, making language learning more meaningful .
  • The findings suggest that authoring scenes is more beneficial for language learning than merely playing them .
  • The research indicates that meaningful interactions during the authoring stage enhance language learning outcomes .

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