Place-based language learning using mobile technology: An analysis of an original mall game and its redesign for an ESL course
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2016
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In the field of Second Language Studies (SLS), there has been a growing interest in research in the areas of Computer Assisted Language Learning (CALL) and Mobile Assisted Language Learning (MALL) since the early 2000s. In addition to these researcher interests, the idea of using video games as language learning tools, particularly in online contexts, has been gaining popularity as well. In Holden and Sykes (2011), the researchers describe their unique work in a high school Spanish classroom which used an augmented reality MALL game that combined elements of mobile technology and video game design to create a new experience for the second language users. By utilizing a combination of theories of place-based learning and MALL, the research team at the University of Hawaiʻi at Mānoa was able to design their own augmented reality game to be implemented in the Hawai‘i English Language Program (HELP). After analyzing both in-game data and data gathered in a series of post game interviews with both students and administrators, the game, Guardians of the Mo’o (Mo’o 1.0), was deemed to be successful in achieving its initial design goals and was given support to possibly become part of the regular HELP curriculum, pending modifications. This paper outlines the theoretical background for creating such a game and provides a detailed analysis of how Mo’o 1.0 was created and ultimately played by the target group of language learners. Then, the focus will be shifted to explaining how the second version of the game (Mo’o 1S) was redesigned and modified to fit into a new experimental course in the HELP summer curriculum.
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52 pages
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