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Mobile apps for language learning Files 15_02_emerging pdf (83 22 KB) Michigan State University Center for Language Education and Research 

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51

Mobile apps to support and assess

foreign language learning

Anke Berns

1 , Manuel Palomo-Duarte 2 , Juan Manuel Dodero 2 Juan

Miguel Ruiz-Ladrón

3 , and Andrea Calderón Márquez 3 Abstract. In the last two decades there have been many attempts to integrate all kinds of mobile devices and apps to support formal as well as informal learning processes.

However

, most of the available apps still support mainly individual learning, using mobile devices to deliver content rather than providing learners with the opportunity to interact with each other. To address this we have designed an app based on a highly interactive, ubiquitous and constructive learning approach. The app is called Guess it! Language Trainer and allows learners to share, assess and co-construct

their foreign language knowledge. Learning contents are no longer delivered but integrated into versatile tasks. Even though these tasks are being performed

individually by each player, the players' interaction with the app performed affects of an ongoing research project using mobile apps to enhance the Foreign Language Learning in a compulsory German language course at a Spanish University. In our been used to support students' independent language learning outside the classroom. Secondly, we will describe how the app encouraged students to get actively involved in their own learning processes and thirdly, how the teacher can use the information stored in the system to retrace and assess students' language learning.

Keywords.

1.

University of Cadiz, Spain; anke.berns@uca.es

2.

University of Cadiz, Spain; manuel.palomo@uca.es; juanma.dodero@uca.es3. University of Cadiz, Spain; juanmiguel.ruizladron@alum.uca.es; andrea.ca

lderonmarquez@alum.uca.es

How to cite this article: Berns, A., Palomo-Duarte, M., Dodero, J. M., Ruiz-Ladrón, J. M., & Calderón Márquez,

7KRXsVQ\(GVCritical CALL - Proceedings of the 2015 EUROCALL Conference, Padova, Italy

Research-publishing.net.

52
Anke Berns, Manuel Palomo-Duarte, Juan Manuel Dodero, Juan Miguel Ruiz-Ladrón et al. 1.

Introduction

Despite the enormous efforts foreign language teachers make every day to provide their students with the maximum possible language input, we all know that students rarely get the language input and practice they would need to acquire the competences they are expected to have at the end of the course. Amongst some of the most common reasons are that language courses are often based on an extremely low percentage of classroom teaching, coupled with an extremely as attend to their individual learning needs. Therefore, many teachers have started integrating blended teaching practices into their course syllabus, thus providing students with additional learning resources and tools to enhance their out-of-class learning. Virtual learning environments such as Social Network Sites, wikis, virtual worlds and others have been popular teaching and learning tools for many years. S WR FUHDWHKLJKO\ LQWHUDFWLYHDQG FROODERUDWLYHOHDUQLQJ HQYLURQPHQWV Berns & The increasing availability of mobile technologies such as smartphones and tablets which provide access to FKDWXQGRXEWHGO\KROGVfurther potential to support students' language learning .XNXOVND+XOPH6KLHOG; 7KLVFRXSOHG with the fact that mobile data connection has become more affordable, allows

Palomo-Duarte, Berns, Dodero,

possibilities of integrating smartphones in blended teaching practices to make independent learning processes both more dynamic and easier to monitor. With this purpose in mind, we have designed an app called Guess it! Language Trainer. The app allows learners to acquire new language input as well as to create new language learning contents and share these with other users. 2.

Method

2.1.

Learning design and architecture

In the following we will offer some insight into the app architecture we designed for the current project and tested 53
Mobile apps to support and assess foreign language learning native speakers and enrolled in a compulsory German Language course at A1 level from the Common European Framework of References for Languages

7KHV\VWHPIROORZVDFOLHQWVHUYHUDUFKLWHFWXUHVHHFigure 1

coordinates many smartphones or tablets. The system allows us to identify students' interaction with the app by connecting with the server through the Internet. Furthermore it provides students and teachers with a highly in teractive and dynamic learning environment, in which they can access, evaluate and report

Palomo-

Figure

1.

System architecture

for the A1 level. Vocabulary items have been divided into different categories easily be implemented in terms of content, levels, as well as other fore ign languages. Once the students have played and assessed a certain number a term they are then This is then added to the server knowledge base. In this way the knowledge base of our app is Anke Berns, Manuel Palomo-Duarte, Juan Manuel Dodero, Juan Miguel Ruiz-Ladrón et al. constantly being increased and reviewed by the users themselves. As a result of more often and vice RUOHVVIUHTXHQWO\DQGFRQVWDQWO\EHUHDVVHVVHGE\WKHSOD\HUV6Rif a good should unfairly receive some lower grades and hence become scarcely used, it may sooner or later be played again, assessed with a higher gra de and become a more a very dynamic game ecosystem in which students become directly involved in the design process accordi ng to

Berns, Palomo-Duarte, Garrido Guerrero,

2.2.

Assessing student's foreign language learning

With regard to the assessment of students' foreign language learning, it is worth mentioning that the server programme stores different kinds of data which aim to help teachers evaluate students' learning processes and outcomes. The data which processes the course coordinator can access different learning analytics.

As mentioned in , the analytics could provide

information on the use

KDYHEHHQJLYHQ,

entered by other players. Thus,

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