Knowing and care-taking through languaging in places: A multimodal analysis on interactions with an augmented reality mobile game

dc.contributor.authorLiu, Yang
dc.date.accessioned2020-04-29T02:34:24Z
dc.date.available2020-04-29T02:34:24Z
dc.date.issued2015
dc.description.abstractFollowing the rapid expansion of technology, researchers and educators have passionately adopted various types of technology for mediated language learning over the past few decades. Mobile-Assisted Language Learning has garnered attention as a new frontier for language education to expand and even exceed the traditional limitations of classroom-based education (for a review of MALL studies, see Chinnery, 2006; Klopfer & Squire, 2008; Goodwin-Jones, 2011; Holden & Sykes, 2012). In order to fully explore the affordances of mobile technology for situated language learning experiences, a research team at University of Hawai‘i at Mānoa created and developed an augmented reality mobile game: Guardians of the Mo‘o (Mo‘o), in the spring 2015. After several iterations of pilot tests and refinement, Mo‘o was officially played by three groups of ESL (English as a Second Language) learners from Hawaii English Language Program (HELP) and English Language Institute (ELI). The design intention was to help these ESL learners not only to be fully immersed and engaged in the unique cultural and historical learning environment, but also to develop an awareness and appreciation of the cultural diversity on the campus of UH Manoa as well as to improve in linguistic and communicative skills.
dc.format.extent35 pages
dc.identifier.urihttp://hdl.handle.net/10125/67782
dc.language.isoen-US
dc.titleKnowing and care-taking through languaging in places: A multimodal analysis on interactions with an augmented reality mobile game
dc.typeWorking Paper
dc.type.dcmiCollection

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