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Let's Go! Learning Chinese With a Pl...
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Liu, Yang,
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Let's Go! Learning Chinese With a Place-Based Mobile Game /
Record Type:
Electronic resources : Monograph/item
Title/Author:
Let's Go! Learning Chinese With a Place-Based Mobile Game // Yang Liu.
Author:
Liu, Yang,
Description:
1 electronic resource (230 pages)
Notes:
Source: Dissertations Abstracts International, Volume: 85-01, Section: A.
Contained By:
Dissertations Abstracts International85-01A.
Subject:
Educational technology. -
Online resource:
https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=30419772
ISBN:
9798379896287
Let's Go! Learning Chinese With a Place-Based Mobile Game /
Liu, Yang,
Let's Go! Learning Chinese With a Place-Based Mobile Game /
Yang Liu. - 1 electronic resource (230 pages)
Source: Dissertations Abstracts International, Volume: 85-01, Section: A.
This dissertation responds to Wagner's (2015) proposal to systematically design social infrastructures to support second language (L2) learning and use "in the wild" (Hutchins, 1995). My research began with the creation of a place-based augmented reality (AR) mobile game (cf. Holden & Sykes, 2011; Thorne et al., 2015; Zheng et al., 2018), 我们走吧 ("Let's Go!") and its implementation in the curricular context of a Chinese as a Second Language (CSL) program at Peking University. The game aligns with textbook materials and extends them into gaming activities around two categories of places on campus: everyday activity hubs (e.g., cafeterias, gyms) and culturally-significant sites (e.g., Boya Tower, Weiming Lake). 我们走吧 ("Let's Go!") was designed to dynamically augment classroom learning with the "vibrancy of linguistically and experientially rich engagement" (Thorne et al., 2021, p. 108) in the virtual-physical and social-material worlds.Building on recent advancements in Multimodal Conversation Analysis (Mondada, 2019) focusing on mobility (Haddington et al., 2013), temporality (Deppermann & Streeck, 2018) and engagement with objects in interaction (Nevile et al., 2014), this study investigates how CSL students navigate in the game and real world and cooperatively accomplish diverse place-based gaming activities. The students' gameplay sessions were video recorded during a seven-week course. The analysis focuses on three recurrent activities: collaborative reading of the game's instructions and dialogues, approaching local passers-by for participation in the game, and knowing and experiencing places through community-engaging social interactions.The findings show that students managed multiple digital devices (e.g., the game device, students' personal smartphones) simultaneously as a group to accomplish game tasks. The "togetherness" (Lehn, 2013) was particularly salient when students coordinated their actions to move from one place to another on campus. Furthermore, students tracked specific linguistic resources as learning objects (Markee, 2008), such as the pronunciation, the Chinese character form, and the interpretation of lexical items in the game text. Finally, students show development of increasingly diversified linguistic and semiotic resources (Pekarek Doehler & Pochon-Berger, 2015) used in formatting actions such as self-introduction and activity-explanation over the seven-week course.This dissertation presents a model for the design, development, and institutional implementation of a mobile AR game and expands the horizon of CA-informed game-based L2 learning and interactions in the digital wilds (Sauro & Zourou, 2019).
English
ISBN: 9798379896287Subjects--Topical Terms:
517670
Educational technology.
Subjects--Index Terms:
L2 Chinese learning
Let's Go! Learning Chinese With a Place-Based Mobile Game /
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This dissertation responds to Wagner's (2015) proposal to systematically design social infrastructures to support second language (L2) learning and use "in the wild" (Hutchins, 1995). My research began with the creation of a place-based augmented reality (AR) mobile game (cf. Holden & Sykes, 2011; Thorne et al., 2015; Zheng et al., 2018), 我们走吧 ("Let's Go!") and its implementation in the curricular context of a Chinese as a Second Language (CSL) program at Peking University. The game aligns with textbook materials and extends them into gaming activities around two categories of places on campus: everyday activity hubs (e.g., cafeterias, gyms) and culturally-significant sites (e.g., Boya Tower, Weiming Lake). 我们走吧 ("Let's Go!") was designed to dynamically augment classroom learning with the "vibrancy of linguistically and experientially rich engagement" (Thorne et al., 2021, p. 108) in the virtual-physical and social-material worlds.Building on recent advancements in Multimodal Conversation Analysis (Mondada, 2019) focusing on mobility (Haddington et al., 2013), temporality (Deppermann & Streeck, 2018) and engagement with objects in interaction (Nevile et al., 2014), this study investigates how CSL students navigate in the game and real world and cooperatively accomplish diverse place-based gaming activities. The students' gameplay sessions were video recorded during a seven-week course. The analysis focuses on three recurrent activities: collaborative reading of the game's instructions and dialogues, approaching local passers-by for participation in the game, and knowing and experiencing places through community-engaging social interactions.The findings show that students managed multiple digital devices (e.g., the game device, students' personal smartphones) simultaneously as a group to accomplish game tasks. The "togetherness" (Lehn, 2013) was particularly salient when students coordinated their actions to move from one place to another on campus. Furthermore, students tracked specific linguistic resources as learning objects (Markee, 2008), such as the pronunciation, the Chinese character form, and the interpretation of lexical items in the game text. Finally, students show development of increasingly diversified linguistic and semiotic resources (Pekarek Doehler & Pochon-Berger, 2015) used in formatting actions such as self-introduction and activity-explanation over the seven-week course.This dissertation presents a model for the design, development, and institutional implementation of a mobile AR game and expands the horizon of CA-informed game-based L2 learning and interactions in the digital wilds (Sauro & Zourou, 2019).
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https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=30419772
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