M7 – Data Collection

Methodological Approach

Motivated by the lack of empirical research and theoretical or practical examples, the present study seeks both to investigate the impact of immersive consumer VR on ICC in online intercultural exchanges, as well as to evaluate the feasibility of employing such technology in a real-world classroom setting. In order to achieve these goals, this study was carried out in cooperation with an existing telecollaborative partnership between American and French high schools. Given the limitations of such a context, this study takes a descriptive rather than empirical approach. To guide observations, this study addresses the following research questions:

Research Questions

  • Impact of VR on ICC
    • What impact does immersive VR enhancement of presentational and interpersonal activities have on ICC development in a telecollaborative context?
    • Are VR-enhanced digital storytelling / teleconferencing activities conducive to eliciting samples for assessing ICC/ILP?
  • Feasibility of VR in Typical Classrooms
    • Is current mobile VR technology viable in typical classrooms, both within a single class and as part of a telecollaborative dynamic?

Participants

Within this partnership, American students in French language classes interact with French students in English-focused section européene mathematics courses. While most American students are only beginning their French language studies, many of the French students are already quite proficient in English. Although efforts are made to align student interactions to the French language curriculum, due to this discrepancy in language ability, the primary aim of the partnership is cultural exchange. Furthermore, a six-hour time difference alongside inconsistencies in class scheduling and academic calendars between the two schools require that many exchanges be done asynchronously and at irregular intervals.

Enabling these interactions are a variety of technological resources. Both schools have limited wifi internet and provide each student with a device (e.g. Chromebook, tablet) for classroom activities. Additionally, many students possess a smartphone, though compatibility with newer software varies.

Procedure

This study’s interventions were tailored to the needs and curricular obligations of the participating instructors. Owing to the more specifically defined needs of the American students, the author chose to address the established state French language curriculum. Thus, this study design primarily addresses ICC through the lens of French language acquisition, though additional data for the English-language learning students were also collected. Based on instructor assessment of student motivation and language proficiency, the third-semester students were selected as the primary participants. Through a combination of the Gerlach and Ely Design Model, ASSURE Model, and a Backwards Design approach, and in accordance with the official curriculum, instructor-specified learning outcomes, as well as the highlighted components of ICC development (Figure 1), the author designed a series of VR-enhanced telecollaborative activities focusing on the interplay of presentational and interpersonal language skills with intercultural learning (Table 2). In order to maintain flexibility and minimize additional effort on the part of the French students, the activities were partially aligned to the first-semester curriculum such that student artifacts could optionally be recycled for use with a broader group of students. To facilitate activities that required technology unavailable at the cooperating sites, the author supplied the instructors with the requisite devices, namely 360° video cameras and additional smartphone accessories.

Included within these proposed activities were methods of assessing learner ICC via analysis of its two primary components: linguistic and intercultural competency. These competencies were further subdivided and corresponding evidence and methods of assessment were selected (Table 3).

Table 2. VR-Enhanced Telecollaborative Activities
Activity 1 Exchange of 360°/VR Panoramas
Activity

  • Students take 360 photos documenting their daily life.
  • Add captions and/or narration focusing on describing what they did and what things were like (passé composé, imparfait)

Exchange & Viewing

Exchange panormas with partner class and view them individually.
Discussion

Students discuss received panoramas as a small group, then as a whole class.
Reflection

Students compare, contrast, and reflect in a journal/portfolio using the following prompt:
View the 360 panoramas and read/listen to the narration that your partner class created.

  • These photos and captions represent some aspect of your partners’ daily lives.
    • How would you compare the spaces (e.g. home, school, etc.) to similar ones in your country or hometown? What did you notice that is similar or different about them?
    • How would you compare the activities described? How are they similar or different to what you regularly do?
    • What do you think might play a role in these similarities and/or differences?
    • If one of the other students “switched lives” with you, what do you think might be easy or difficult for them to adjust to? Why?
    • Similarly, what might be easy or difficult for you to adjust to in their life? Why?
  • Is there anything that you noticed in the images or activities that you would consider particularly French or American?
  • What new insights about yourself and others have you gained from thinking about this?

Duration

~2 weeks

  • 1 week to take pictures and write captions/record audio
  • 1 week to exchange, view, and reflect
Curricular Content Skills Developed Technology Required
Main Themes: Vacation and outdoor activities; the environment and its protection
Communication Objectives:

  • Talking about outdoor activities
  • Talking about the weather
  • Relating a sequence of past events
  • Describing habitual past actions
  • Talking about the past
  • Narrating past events
Language

Presentational Speaking

Interpretive Listening
ICC

Investigate

(Products & Practices)

Smartphone
Google Cardboard
Cardboard Camera (App)
Activity 2 Exchange of 360°/VR Videos
Activity

  • Divide students into small groups
  • Write a short skit (or simple narration – no storyline needed) about a daily life task in your hometown
    • Shopping (post office, convenience store, etc.)
    • Asking for services (haircut, cleaners, etc.)
  • Make VR video

Exchange & Viewing

Exchange videos with partner class and view them with their groups
Discussion

Students discuss received videos as a small group, then as a whole class.
Reflection

Students compare, contrast, and reflect in a journal/portfolio using the following prompt:
Watch the 360 videos about shopping that your partner class created.

  • Were the situations similar or different to your typical experiences shopping? How so?
  • Imagine that these scenarios took place in your hometown.
    • How do you think the other students would be perceived?
    • What did they say or do that might be considered “normal”?
    • What did they say or do that might be considered unusual or inappropriate?
    • What advice would you give to the other students to help them in a similar situation in your hometown?
    • What could they say or do differently to better fit in?
    • If you were in any of these situations, how would you behave or react?
  • Is there anything that you noticed that you would consider particularly French or American about what people said or how they acted?
  • What new insights about yourself and others have you gained from thinking about this?

Duration

~2 weeks

  • 1 week to write and record
  • 1 week to exchange, view, and reflect
Curricular Content Skills Developed Technology Required
Main Themes: Going shopping and asking for services
Communication Objectives:

  • Shopping for various items
  • Asking for a variety of services
  • Answering questions and referring to people, places, and things using pronouns
  • Talking about quantities
Language

Presentational Speaking

Interpretive Listening
ICC

Investigate

(Products & Practices)

Smartphone
360° Video Camera
Google Cardboard
YouTube (App)
Activity 3 VR Teleconferencing
Student Preparation

  • Take 1-2 panoramas of:
    • Trip you took
    • Place to visit in your town
  • These will serve as the environment during the VR teleconference.
  • Download the vTime app and create an account
  • Customize their avatar
  • Adjust privacy settings
  • Upload panoramas to personal library
  • Divide students into small groups of 3-4
  • Add instructor and group members as “friends”

Activity

  • During the synchronous session, students interact and converse in their small groups.
  • Students can change the environment to their personal panoramas and lead discussion (in L1 or L2) about the topic.
  • You may also want to allow free discussion.

Discussion (Optional)

Students discuss the experience as a small group and/or whole class.
Reflection

Students compare, contrast, and reflect in a journal/portfolio.
Duration

~2 weeks

  • 1 week to take pictures and prepare
  • 1 week to hold synchronous meeting
Curricular Content Skills Developed Technology Required
Main Theme: Travel
Communication Objectives:

  • Planning a trip abroad
  • Making travel arrangements
  • Travel in France
  • Making negative statements
  • Describing future plans
  • Hypothesizing about what one would do
Language

Interpersonal Communication
ICC

Interact

(Language & Behavior)

Smartphone
Google Cardboard
Wired Headset w/ Microphone
vTime (App)

 

Table 3. ICC Assessment Methods
Intercultural Communicative Competency
Linguistic Competency Intercultural Competency
Language Proficiency Interlanguage Pragmatics Knowledge, Attitudes, & Behaviors
Evidence

Learner Artifacts

Evidence

Learner Artifacts

Intercultural Interactions

Evidence

Learner Reflections

Assessment Method

Instructor Rubrics

ACTFL Can-Do Statementsa

Assessment Method

Discourse Analysis

Assessment Method

ACTFL Intercultural
Can-Do Statementsb

AACU Rubricc

a. (American Council on the Teaching of Foreign Languages, 2017a)

b. (American Council on the Teaching of Foreign Languages, 2017b)

c. (Association of American Colleges and Universities, 2009)

American Council on the Teaching of Foreign Languages. (2017a). NCSSFL-ACTFL Can-Do Statements: Performance Indicators for Language Learners. Available from, https://www.actfl.org/sites/default/files/CanDos/Can-Do_Benchmarks_Indicators.pdf

American Council on the Teaching of Foreign Languages. (2017b). NCSSFL-ACTFL Can-Do Statements: Performance Indicators for Language Learners. Available from, https://www.actfl.org/sites/default/files/CanDos/Intercultural%20Can-Do_Statements.pdf

Association of American Colleges and Universities. (2009.) Intercultural Knowledge and Competence VALUE Rubric. Retrieved from https://www.aacu.org/value/rubrics/intercultural-knowledge

M6 – Video Pitch & 1st Semester Paper


In a 2007 report, the Modern Language Association (MLA) remarked that “deep cultural knowledge and linguistic competence are equally necessary if one wishes to understand people and their communities” (p. 2) and that the goal of foreign language instruction should be to produce “educated speakers who have deep translingual and transcultural competence” (p. 3). Though aimed specifically at American higher education, the MLA’s recommendations have implications for world language instruction in much broader contexts.This transcultural competence, long considered a lesser byproduct of linguistic competence, is being more commonly recognized as an integral component of world language courses. To this end, several international bodies have updated their standards to include transcultural competence as a pillar of language instruction (National Standards in Foreign Language Education Project, 2015; American Council on the Teaching of Foreign Languages, 2017; Council of Europe, 2001).

Though defined in numerous ways (see Byram, 1997; Fantini, 2000; Risager, 2007; Bennett, 2009; Liddicoat & Scarino, 2013), transcultural, cross-cultural, or intercultural competence (henceforth referred to as intercultural communicative competence (ICC)) in the context of education can generally be considered as:

a combination of attitudes, knowledge, understanding and skills applied through action which enables one, either singly or together with others, to:

— understand and respect people who are perceived to have different cultural affiliations from oneself;

— respond appropriately, effectively and respectfully when interacting and communicating with such people;

— establish positive and constructive relationships with such people;

— understand oneself and one’s own multiple cultural affiliations through encounters with cultural “difference.” (Huber & Reynolds, 2014, pp. 16–17).

Within the world language classroom, this manifests as a learner’s “ability to evaluate, critically and on the basis of explicit criteria, perspectives, practices and products in one’s own and other cultures and countries” (Byram, 1997, p. 53). Beyond the classroom, learners are able to “communicate and interact with cultural competence in order to participate in multilingual communities” as well as “collaborate in their community and the globalized world” (National Standards, 2015, p. 1). Critical to this endeavor is the simultaneous reflective introspection and outward community involvement. By recognizing that language education is not simply a tool for use in limited contexts, but meaningful in developing their identity, students will come to value the knowledge, attitude, and skills on a personal, actionable level (Byram & Wagner, 2018).

Inarguably, the primary means of developing ICC is through positive cross-cultural contact – interactions that necessitate mediation of knowledge, skills, awareness, and language proficiency (Fantini, 2000; Bennett, 2009). This can prove challenging in traditional school settings for both procedural and logistical reasons. First, ICC development is an on-going and lengthy process, as reflected in various models of stages or phases experienced by intercultural learners (Hoopes, 1979; Gochenour & Janeway, 1993; Bennett, 1993). Semester-length and even year-long courses may not provide enough meaningful interaction to provoke, notice, or measure ICC development. Additionally, classrooms by nature consist of a disproportionate number of learners and native speakers. Moreover, the instructor may be neither a native speaker of the language he or she teaches, nor a member of a culture wherein the target language is spoken. Thus facilitating these cross-cultural interactions could prove unattainable within many classroom contexts.

One potential solution to these problems is telecollaboration, a means of connecting students to native speakers via “institutionalized, electronically mediated intercultural communication under the guidance of a linguacultural expert (i.e., a teacher) for the purposes of foreign language learning and the development of intercultural competence” (Belz, 2003, p. 2). These collaborative partnerships can take many forms (Table 1), all with varying degrees of formality, learner autonomy and responsibility, learner characteristics (e.g. language proficiency, learning goals, etc.), means of interaction, and institutional support (O’Dowd, 2016; Akiyama & Cunningham, 2018). Within formal educational settings, most programs pair groups of university-level learners who engage in both synchronous and asynchronous bilingual-bicultural exchanges through information exchange tasks (Akiyama & Cunningham, 2018). Though there still remains a need for study diversity and standardized reporting in future research (Akiyama & Cunningham, 2018), as well as implementation of deeper “critical collaboration” (O’Dowd, 2016), as a whole, telecollaboration has proven an effective approach to improving language skills (Canto & van den Bergh, 2013; Kato & Mori, 2016) and developing intercultural competence (Furstenberg, Levet, English, & Maillet, 2001; Belz, 2003; Helm & Guth, 2010).

Despite its impact on attaining the primary goals of world language courses, telecollaboration remains challenging to implement in the vast majority of curricula. Though not nearly as technologically restricted as it used to be thanks to widespread Internet access and the ever growing list of communicative tools and resources, telecollaborative exchanges are still not without logistical limitations. There may be low availability of target language speakers, high technological requirements and/or lack of funding, time zone differences, inflexible course structure, and so forth. Moreover, students with telecollaborative peers rarely get to meet in person and shared experiences to build more meaningful relationships are limited.

As an emerging technology, virtual reality (VR) may not only aid in addressing some of these issues, but further enhance existing telecollaboration programs. As a concept, “virtual reality” has existed and evolved over the past few decades. In the broadest of terms it encompasses “any simulated, artificial, or synthetic environment that creates a convincing presentation of a desired space” (Kessler, 2018). This has included online virtual environments (LMSs, etc.), online virtual worlds (MMOs, Second Life, etc.), augmented and mixed reality, and “second wave” immersive VR that uses head-mounted displays (HMDs). Within the domain of language learning, numerous studies have investigated the potential of these diverse technologies, examining synthetic immersive environments (Sykes, Oskoz, & Thorne, 2008; O’Brien & Levy, 2008), online virtual worlds (Shih & Yang, 2008; Sykes & Reinhardt, 2012; Sykes, 2013; Lan & Liao, 2018), and mixed reality (Yang, Chen, & Jeng , 2009; Ho, Nelson, & Müeller-Wittig, 2011). For the purposes of this project, however, VR will be defined as an experience made immersive through the use of a HMD that occurs within either A) a computer-generated environment wherein the user may actively engage with the surroundings, or B) a 360° video-based environment wherein the user passively observes pre-generated content.

Though still in its commercial infancy, this new consumer VR is rapidly expanding. In 2017, 9.6 million headsets were shipped worldwide, contributing to an overall consumer VR market value of $2.7 billion. By 2022, those figures are projected to increase to nearly 70 million units and $9.2 billion of revenue (Martin, 2018; Statista, 2018). Fueling this growth is the largely mobile focus of new VR technology. HMDs such as the Samsung Gear VR and Google Daydream View allow consumers to use their existing smartphones to run apps rather than require purchase of a more expensive, dedicated platform such as the Oculus Rift. Given that roughly two-thirds of consumers worldwide own a smartphone, with advanced markets in Western Europe and Asia Pacific attaining 80-90% penetration (Zenith Media, 2017), low-cost, mobile-based VR technology is poised to follow suite. Thus although it may temporarily exacerbate existing logistical constraints for early adopters, immersive VR is likely to become as ubiquitous as other once-novel technologies.

Such immersive experiences offer unique affordances for language learning and ICC development. In recent examinations of the future directions of the field, many authors have noted the potential of VR as a multimodal tool that students can use to develop multiliteracies, access authentic texts, engage in social exploration, enhance intercultural understanding, and practice culturally appropriate tasks in ways that would otherwise only be possible by traveling (Blyth, 2018; Sykes, 2018b; Kessler, 2018). This promise stems from VR’s capacity to heighten user experiences through an enhanced sense of engagement (Hussein & Nätterdal, 2015) and presence, both physical and social (Lane, Hays, Auerbach, & Core, 2010; Chen, Warden, Tai, Chen, & Chao, 2011; Villani, Repetto, Cipresso, & Riva, 2012; North & North, 2016). This sense of presence is perhaps the most critical aspect of any VR experience, as it can result in greater motivation (Garrison & Anderson, 2003; Gunawardena, 1995; Sato & Akahori, 2005), increased social interaction (Yamada, 2009), more efficient learning (Lane et al., 2010), and empathy (Nielsen, 2017), all factors crucial to fostering meaningful intercultural communicative exchanges. From the adjacent field of speech and language pathology, studies have shown that VR can not only elicit affective, behavioral, and cognitive reactions that correspond to real world communicative experiences (Brundage & Hancock, 2015), but also improve functional communication in persons with specific speech-language impairments (Marshall et al, 2016). Highlighting the importance of human-human interaction in these contexts, there are many existing and cutting-edge technologies that enable immersive virtual telepresence (Riva, Botella, Légeron, & Optale, 2004; Panettieri, 2007; Beck, Kunert, Kulik, & Froehlich, 2013; McGill, Williamson, & Brewster, 2016; Fairchild, Campion, García, Wolff, Fernando, & Roberts, 2017). Though more advanced immersive virtual telepresence systems remain gated behind lofty technological and infrastructure requirements, the advent of 5G and similar networks suggests that these technologies may soon become mainstream (Orlosky, Kiyokawa, & Takemura, 2017). Moreover, for both learners and instructors, VR content is becoming more readily customizable allowing experiences to be tailored to students’ individual needs.

Yet in spite of such promise and calls for further research, immersive VR in even its most accessible commercial form (e.g. Google Cardboard) remains to be evaluated within the context of language education (Lin & Lan, 2015). Existing studies of immersive VR are limited to university education and adult training across the sciences and medical field (Freina & Ott, 2015). Though these subjects may more easily lend themselves to the simulations initially envisioned for VR, that is not to say that language-focused equivalents do not already exist. For example, Mondly VR places learners within immersive scenes in which they can practice conversing with virtual characters. Using chatbot and speech recognition technology, its goal is to provide immediate pronunciation feedback and enhance vocabulary within realistic situations (Mondly, 2017). Similarly, the Center for the Advanced Study of Language (CASL) at the University of Maryland has designed a video-based VR experience to train advanced listening skills (Tare, Golonka, Clark, & Varshney, 2017). As impressive as these products may be, further research is warranted to both measure and guide future pedagogical interventions.

Prior to designing and investigating such an intervention, a solid understanding of how to measure and evaluate ICC from both theoretical and practical perspectives is essential. Drawing from the aforementioned definition as well as the larger body of associated research, ICC can be divided into a variety of interrelated components (Figure 1). At the highest level, it is comprised of both linguistic competency and intercultural competency. For this reason, evaluation of learning outcomes in telecollaborative exchanges is typically structured according to this perceived dichotomy. Language skills are often described through structural analysis of learner discourse (Beauvois, 1992; Chun, 1994; Kelm, 1992; Kern, 1995; Pelletieri, 2000; Sotillo, 2000; Warschauer, 1996), while intercultural ability is measured more broadly, using content analyses of learner interactions, as well as learner interviews and attitudinal surveys (Fischer, 1998; Furstenberg, Levet, English, & Maillet, 2001; Lomicka, 2001; Müller-Hartmann, 1999; von der Emde, Schneider, & Kötter, 2001; Warschauer, 1998). More recent tactics in intercultural assessment have combined examinations of direct learner evidence, such as learning contracts, e-portfolios (Byram, 1997; Jacobson et al., 1999; Pruegger & Rogers, 1994), critical reflection (O’Grady, 2000; Rice & Pollack, 2000), and performance (Byram, 1997; Ruben, 1976), with the aforementioned indirect methods, namely interviews and self-assessment (Bolen, 2007; Deardorff, 2009, 2011; Fantini, 2009; Paige, 2004; Sinicrope et al., 2007; Stuart, 2009).

Yet rather than divorce these two interwoven competencies and measure them independently, an approach integrating both aspects may yield a more holistic understanding of learner ICC. Common among these two competencies is interlanguage pragmatics, which examines how non-native speakers develop and use the ability to interpret meaning and communicate in a learned language in a socioculturally appropriate manner (Kasper & Rose, 2003; Sykes, 2018a). As a key overarching element, interlanguage pragmatics might serve as a reasonable proxy for many factors, both linguistic and intercultural. Kasper and Rose (2002) suggest nine distinct methods for collecting data on learner interlanguage pragmatics: elicited conversation, authentic discourse, role plays, production questionnaires, multiple-choice instruments, scales, interviews, diaries, and think-aloud protocols. Brown (2001) further breaks down the three interaction-focused methods into six test types, each with different practical characteristics for eliciting samples of pragmatic language. Additionally, all of these data sources can be housed within learner portfolios (Cohen, 2004) and evaluated according to specially designed rubrics (Hudson, Detmer, & Brown, 1995; Liu, 2006, 2007, 2010; Walters, 2004, 2007). Whether employed by researchers to further the field’s literature or by instructors to gain classroom-specific insights, many of the above methods could be integrated into world language curricula through the modification of existing classroom activities and course-embedded assessments.

This study…


Seeing as many of the exact intervention details remain to be finalized, I’ve decided to copy portions of my video pitch script below for the time being. Once the specifics are set, I will rewrite this information in detail with necessary citations to serve as the intervention and study design sections of the final paper.

Given the thesis timeframe, I don’t have the time or resources to carry out a more ideal investigation of VR and intercultural learning, so in order to achieve these goals I’m partnering with a colleague who teaches high school French in Virginia. As part of her classes, she coordinates with a math teacher in France so that both groups of students get the opportunity to practice their spoken language and explore cultural themes together. Since I’m working within the constraints of this context, I’m treating this project as a joint research and design endeavor. So my main challenge is designing curricular interventions that meet the needs of these specific learners and instructors while simultaneously gathering data to inform practice and inspire future studies.

For the design component, I’m considering my colleague as a pseudo-client. I’m working within her existing class structure and technological capacities to provide entirely new or VR variants of current telecollaborative activities. Because many of the specific classroom details are still up in the air, I’m working with a more generic activity template that can easily be adapted once I know the specifics of which classes are being taught, when they’re scheduled, etc. I’m aiming for a series of three activities, each one incorporating ever more immersive VR elements. The first will ask students to create and share 360-degree panoramas, followed by 360-degree videos, and finally, they’ll use an avatar-based VR chat app to converse in pairs or small groups (Table 2).

As for the research, I’m looking to describe the impact of VR on intercultural communicative competence. This complex construct can be broken down and operationalized through many smaller elements. But rather than design and validate specific instruments for each of them, I’ll be relying on existing and altered class assignments to provide the data. I’ll be looking at samples of student language, both written and oral, as well as reflective journals and recordings of interactions between students. Thus, I’m leaving my evaluation tools to cast a wide net from which I can glean relevant insights.

Table 1. TC Practice types. Adapted from “Synthesizing the Practice of SCMC-based Telecollaboration: A Scoping Review” by Y.Akiyama and D. Cunningham, 2018, CALICO Journal, 35(1), p.64. Copyright 2018 by the Computer Assisted Language Instruction Consortium.
Telecollaboration Studies (Akiyama & Cunningham)

 

Figure 1. Components of Intercultural Communicative Competency
Thesis_ Design Rationale 3
a. (Bardovi-Harlig, 2001, 2017; Kasper & Rose, 2003; Sykes, 2016; Taguchi, 2015)

b. (Borghetti, 2011, 2013; Byram, 1997; Ishihara & Cohen, 2014; Judd, 1999; Sykes, 2017)

c. (Dornyei, 2001)

d. (Dornyei & Kormos, 2000)

e. (Deci & Ryan, 1985; Vallerand, 1997)

f. (Dornyei, 2001)

g. (Yamada, 2009)

h. (Krashen, 1985)

i. (Barrette & Paesani, 2018; Deardorff, 2011; Kern, 2000; O’Grady, 2000; Rice & Pollack, 2000)

j. (Fantini, 2000)

 

Table 2. Intervention design templates
Activity Templates
Exchange of 360°/VR Panoramas
Students take a panoramic photo to be exchanged with the partner class.

Speaking can be incorporated through:

  • the audio recording function when creating the panorama
  • adding an accompanying recording afterwards
  • presenting “live” to a partner in person or during teleconference session

Students could record in L1 and/or L2, depending on the learning goal of the receiving class.

Students discuss received panoramas:

  • as a whole class
  • with the exchange partner who created the panorama
  • class-to-class

Students compare, contrast, and reflect in a journal/portfolio.

Content Examples Skills Developed Required Technology
Description

  • Classroom, bedroom, famous local place, place visited on vacation, etc.

Narration

  • Activities done in a place, on vacation, etc.
Language

Presentational Speaking

Interpretive Listening
ICC

Investigate (Products & Practices)

Smartphone

Google Cardboard

Cardboard Camera (App)

Exchange of 360°/VR Videos
Students record a 360° video to be exchanged with the partner class.

Speaking is immediately and automatically incorporated when creating the video. Students could record in L1 and/or L2, depending on the learning goal of the receiving class.

Students discuss received videos:

  • as a whole class
  • with the exchange partner who created the panorama
  • class-to-class

Students compare, contrast, and reflect in a journal/portfolio.

Content Examples Skills Developed Required Technology
Description / Narration

  • Guided tour of a place
  • Activities being done
  • Cultural events/practices
Language

Presentational Speaking

Interpretive Listening
ICC

Investigate (Products & Practices)

Smartphone

360° Camera

Google Cardboard

VR Video Viewing App (TBD)

Exchange of 360°/VR Videos for Listening Practice
Students record a 360° video to be exchanged with the partner class. Unlike the prior activity, these videos focus on capturing social/cultural interactions and conversations. Students record in L1 and video serves as linguistic and cultural artifact for receiving class.

When recording videos, students:

  • Plan a scenario to act out, considering location, props, etc.
  • Write a level-appropriate L1 script

When viewing received videos, students:

  • Observe the interactions
  • Listen to the conversation(s)

Students discuss received videos:

  • as a whole class
  • with the exchange partner who created the panorama
  • class-to-class

Students compare, contrast, and reflect in a journal/portfolio.

For more advanced learners, students may create scenarios with multiple overlapping conversations, requiring observers to focus their attention on one conversation at a time. Multiple viewings are therefore necessary.

Content Examples Skills Developed Required Technology
Observation

  • Conversation
  • Cultural events/practices
Language

Interpretive Listening
ICC

Investigate (Products & Practices)

Smartphone

360° Camera

Google Cardboard

VR Video Viewing App (TBD)

VR Teleconference
During a synchronous session (or potentially outside of class through student coordination), students interact and converse in pairs or small groups using the avatar-based VR teleconferencing app vTime.

Prior to the first session, students:

  • Download the app and create an account
  • Customize their avatar
  • Adjust privacy settings
  • Add classmates as “friends”

Students can upload their own content (images, panoramas, etc.) to the app to serve as the immersive environment. This could be used for both conversation (e.g. group discussion of exchanged artifacts) and presentations (e.g. sharing a new image with the group). Furthermore, using the record feature, anything done within a session can be shared with the instructor or classmates. This allows further options for collaborative activities (e.g. paired presentations) as well as assessment.

(Optional) Students discuss the experience as a whole class.

Students compare, contrast, and reflect in a journal/portfolio.

Content Examples Skills Developed Required Technology
Conversation

  • Topics chosen by instructors/students
  • Student-generated content (e.g. images, panoramas)

Presentations

  • Student-generated content (e.g. images, panoramas)
  • Collaboratively generated content
Language

Interpersonal Communication

Presentational Speaking
ICC

Interact (Language & Behavior)

Smartphone

Google Cardboard

Wired Headset w/ Mic

vTime (App)

 

References

American Council on the Teaching of Foreign Languages. (2017). NCSSFL-ACTFL Can-Do Statements: Performance Indicators for Language Learners. Available from, https://www.actfl.org/sites/default/files/CanDos/Intercultural%20Can-Do_Statements.pdf

Akiyama, Y. & Cunningham, D. (2018). Synthesizing the Practice of SCMC-based Telecollaboration: A Scoping Review. CALICO Journal, 35(1), 49-76.

Bardovi-Harlig, K. (2001). Evaluating the empirical evidence: Grounds for instruction in pragmatics? In K. R. Rose & G. Kasper (Eds.), Pragmatics in language teaching (pp. 13–32). Cambridge: Cambridge University Press. https://doi.org/10.1017/CBO9781139524797.005

Bardovi-Harlig, K. (2017). Acquisition of L2 Pragmatics In S. Lowen & M. Sato (Eds.), The Routledge handbook of instructed second language acquisition (pp. 224–245). London: Routledge.

Barrette, C. M., & Paesani, K. (2018). Conceptualizing cultural literacy through student learning outcomes assessment. Foreign Language Annals.

Beauvois, M. H. (1992). Computer-assisted classroom discussion in the foreign language classroom: Conversation in slow motion. Foreign Language Annals, 25, 455-464

Beck, S., Kunert, A., Kulik, A., & Froehlich, B. (2013). Immersive group-to-group telepresence. IEEE Transactions on Visualization and Computer Graphics, 19(4), 616-625.

Belz, J. A. (2003). Linguistic perspectives on the development of intercultural competence in telecollaboration.

Bennett, M. J. (1993) Towards Ethnorelativism: A Developmental Model of Intercultural Sensitivity. In Paige, R. M. (Ed.). (1993). Education for the intercultural experience (pp. 21-71). Nicholas Brealey Publishing.

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M4 – Ideation & Design Rationale

Design Analysis

Heidi

Nicolas

Learners

  • ~70 American high school students
  • French 1-5
  • Varying abilities/motivation within a course and between sections of the same course
  • ~20 French high school students

Content

  • 6 units per course
  • French 1 redone to align with ACTFL standards; Others coming soon
  • American culture
  • Some English practice
  • Some math/science integration

Instructor Goals

  • Add more projects rather than testing
  • Aim for portfolio building
  • Improve speaking assessment, both frequency and means; Working on rubrics, but currently not standardized

Assessment

  • District exams – multiple choice, required
  • Language: Unit test is required, but supplemented with projects
  • ICC: Still trying to figure out; Mostly fact checking

Opportunities

  • 1-to-1 Chromebooks
  • Most students have smartphones
  • Cardboard headsets
  • Most students have smartphones
  • Cardboard headsets (maybe)
  • Projects that focus on intercultural exchange (speaking, interpersonal)
  • ICC assessed through reflection and interlanguage pragmatics
  • Some students interact outside of class

Constraints

  • Courses to be taught this fall will be unknown until mid-late August
  • Laptops are available, but technically limited
  • Wifi is limited; Student phones often work better
  • Telecollaborative activities and topics need to be general and adaptable since the curricula are very difficult to align
  • Both synchronous and asynchronous interactions occur in bursts with about one week to prepare
  • Not all of Heidi’s students participate in every exchange due to logistical issues; Done more on a alternating basis
  • Synchronous activities are done as whole group video chat and are very difficult to arrange due to the 6 hour time difference and school day schedules

Ideation

Exchange of 360°/VR Panoramas

Students take a panoramic photo to be exchanged with the partner class.
Speaking can be incorporated through:

  • the audio recording function when creating the panorama
  • adding an accompanying recording afterwards
  • presenting “live” to a partner in person or during teleconference session

Students could record in L1 and/or L2, depending on the learning goal of the receiving class.
Students discuss received panoramas:

  • as a whole class
  • with the exchange partner who created the panorama
  • class-to-class

Students compare, contrast, and reflect in a journal/portfolio.

Content Examples

Skills Developed

Required Technology

Description

  • Classroom, bedroom, famous local place, place visited on vacation, etc.

Narration

  • Activities done in a place, on vacation, etc.
Language

Presentational Speaking

Interpretive Listening

ICC

Investigate (Products & Practices)

Smartphone

Google Cardboard

Cardboard Camera (App)

Exchange of 360°/VR Videos

Students record a 360° video to be exchanged with the partner class.
Speaking is immediately and automatically incorporated when creating the video. Students could record in L1 and/or L2, depending on the learning goal of the receiving class.
Students discuss received videos:

  • as a whole class
  • with the exchange partner who created the panorama
  • class-to-class

Students compare, contrast, and reflect in a journal/portfolio.

Content Examples

Skills Developed

Required Technology

Description / Narration

  • Guided tour of a place
  • Activities being done
  • Cultural events/practices
Language

Presentational Speaking

Interpretive Listening

ICC

Investigate (Products & Practices)

Smartphone

360° Camera

Google Cardboard

VR Video Viewing App (TBD)

Exchange of 360°/VR Videos for Listening Practice

Students record a 360° video to be exchanged with the partner class. Unlike the prior activity, these videos focus on capturing social/cultural interactions and conversations. Students record in L1 and video serves as linguistic and cultural artifact for receiving class.
When recording videos, students:

  • Plan a scenario to act out, considering location, props, etc.
  • Write a level-appropriate L1 script

When viewing received videos, students:

  • Observe the interactions
  • Listen to the conversation(s)

Students discuss received videos:

  • as a whole class
  • with the exchange partner who created the panorama
  • class-to-class

Students compare, contrast, and reflect in a journal/portfolio.
For more advanced learners, students may create scenarios with multiple overlapping conversations, requiring observers to focus their attention on one conversation at a time. Multiple viewings are therefore necessary.

Content Examples

Skills Developed

Required Technology

Observation

  • Conversation
  • Cultural events/practices
Language

Interpretive Listening

ICC

Investigate (Products & Practices)

Smartphone

360° Camera

Google Cardboard

VR Video Viewing App (TBD)

360°/VR Video Livestream

During a synchronous session, one class livestreams an event or activity while the other observes and submits questions/directions.
Streaming class:

  • Choose an event or activity to broadcast
  • Set up 360° camera as either stationary or mobile
  • During stream, monitor and respond to incoming comments from observing class

Observing class:

  • Use cardboard headsets to view livestream
  • Submit questions/directions via text/voice

Students discuss the experience:

  • as a whole class
  • in small groups or with a partner
  • class-to-class

Students compare, contrast, and reflect in a journal/portfolio.


Potential small group design, technology allowing:

  • Rather than class-to-class streaming, students could work in groups/pairs

Due to the high network demands, non-VR alternatives could be:

  • YouTube 360: Using the existing architecture to view streaming 360 videos non-immersively with 1-to-1 devices and submitting comments. Could be done class-to-class or in small groups/pairs.
  • YouTube/Twitch/etc.: The same activity but with standard video.
Content Examples

Skills Developed

Required Technology

Observation / (Vicarious) Participation

  • Cultural events/practices
  • Activities where observers direct streamers’ actions
Language

Presentational Speaking

Interpretive Listening

Interpersonal Communication

ICC

Investigate (Products & Practices)

Interact (Language & Behavior)

Robust WiFi / 5G Cell Network

Streaming 360° Camera

Smartphone

Google Cardboard

Streaming VR Video Viewing App (TBD)

VR Teleconference

During a synchronous session (or potentially outside of class through student coordination), students interact and converse in pairs or small groups using the avatar-based VR teleconferencing app vTime.
Prior to the first session, students:

  • Download the app and create an account
  • Customize their avatar
  • Adjust privacy settings
  • Add classmates as “friends”

Students can upload their own content (images, panoramas, etc.) to the app to serve as the immersive environment. This could be used for both conversation (e.g. group discussion of exchanged artifacts) and presentations (e.g. sharing a new image with the group). Furthermore, using the record feature, anything done within a session can be shared with the instructor or classmates. This allows further options for collaborative activities (e.g. paired presentations) as well as assessment.
(Optional) Students discuss the experience as a whole class.
Students compare, contrast, and reflect in a journal/portfolio.

Content Examples

Skills Developed

Required Technology

Conversation

  • Topics chosen by instructors/students
  • Student-generated content (e.g. images, panoramas)

Presentations

  • Student-generated content (e.g. images, panoramas)
  • Collaboratively generated content
Language

Interpersonal Communication

Presentational Speaking

ICC

Interact (Language & Behavior)

Smartphone

Google Cardboard

Wired Headset w/ Mic

vTime (App)

Choose-Your-Own-Adventure Videos

Students design an interactive narrative for their exchange partners by creating and integrating VR content (panoramas, 360 videos, etc.) within a website or other delivery platform.
Content Examples

Skills Developed

Required Technology

Observation / (Simulated) Participation

  • Cultural events/practices
Language

Interpretive Listening

ICC

Investigate (Products & Practices)

Host Web Platform (TBD)

Smartphone

360° Camera

Google Cardboard

Cardboard Camera

VR Video Viewing App (TBD)

Telepresence Robot

Using a remote controlled robot equipped with a 360° camera, students interact and participate in activities virtually with their exchange partners.
Content Examples

Skills Developed

Required Technology

Observation / (Virtual) Participation

  • Cultural events/practices
  • Activities where observers can participate remotely
Language

Interpersonal Communication

ICC

Interact (Language & Behavior)

Robust WiFi / 5G Cell Network

Streaming 360° Camera

Remote-Controlled Robot

Smartphone

Google Cardboard

Streaming VR Video Viewing App (TBD)


Design Rationale

Rather than write out a detailed design rationale, I chose to represent it as a flow chart based on Backwards Design. (References coming with semester paper.)

Thesis_ Design Rationale

M3 – Literature Review

In a 2007 report, the Modern Language Association (MLA) remarked that “deep cultural knowledge and linguistic competence are equally necessary if one wishes to understand people and their communities” (p. 2) and that the goal of foreign language instruction should be to produce “educated speakers who have deep translingual and transcultural competence” (p. 3). Though aimed specifically at American higher education, the MLA’s recommendations have implications for world language instruction in much broader contexts.This transcultural competence, long considered a lesser byproduct of linguistic competence, is being more commonly recognized as an integral component of world language courses. To this end, several international bodies have updated their standards to include transcultural competence as a pillar of language instruction (National Standards in Foreign Language Education Project, 2015; American Council on the Teaching of Foreign Languages, 2017; Council of Europe, 2001).

Though defined in numerous ways (see Byram, 1997; Fantini, 2000; Risager, 2007; Bennett, 2009; Liddicoat & Scarino, 2013), transcultural, cross-cultural, or intercultural competence (henceforth referred to as intercultural communicative competence (ICC)) in the context of education can generally be considered as:

a combination of attitudes, knowledge, understanding and skills applied through action which enables one, either singly or together with others, to:

— understand and respect people who are perceived to have different cultural affiliations from oneself;

— respond appropriately, effectively and respectfully when interacting and communicating with such people;

— establish positive and constructive relationships with such people;

— understand oneself and one’s own multiple cultural affiliations through encounters with cultural “difference.” (Huber & Reynolds, 2014, pp. 16–17).

Within the world language classroom, this manifests as a learner’s “ability to evaluate, critically and on the basis of explicit criteria, perspectives, practices and products in one’s own and other cultures and countries” (Byram, 1997, p. 53). Beyond the classroom, learners are able to “communicate and interact with cultural competence in order to participate in multilingual communities” as well as “collaborate in their community and the globalized world” (National Standards, 2015, p. 1). Critical to this endeavor is the simultaneous reflective introspection and outward community involvement. By recognizing that language education is not simply a tool for use in limited contexts, but meaningful in developing their identity, students will come to value the knowledge, attitude, and skills on a personal, actionable level (Byram & Wagner, 2018).

Inarguably, the primary means of developing ICC is through positive cross-cultural contact – interactions that necessitate mediation of knowledge, skills, awareness, and language proficiency (Fantini, 2000; Bennett, 2009). This can prove challenging in traditional school settings for both procedural and logistical reasons. First, ICC development is an on-going and lengthy process, as reflected in various models of stages or phases experienced by intercultural learners (Hoopes, 1979; Gochenour & Janeway, 1993; Bennett, 1993). Semester-length and even year-long courses may not provide enough meaningful interaction to provoke, notice, or measure ICC development. Additionally, classrooms by nature consist of a disproportionate number of learners and native speakers. Moreover, the instructor may be neither a native speaker of the language he or she teaches, nor a member of a culture wherein the target language is spoken. Thus facilitating these cross-cultural interactions could prove unattainable within many classroom contexts.

One potential solution to these problems is telecollaboration, a means of connecting students to native speakers via “institutionalized, electronically mediated intercultural communication under the guidance of a linguacultural expert (i.e., a teacher) for the purposes of foreign language learning and the development of intercultural competence” (Belz, 2003, p. 2). These collaborative partnerships can take many forms, all with varying degrees of formality, learner autonomy and responsibility, learner characteristics (e.g. language proficiency, learning goals, etc.), means of interaction, and institutional support (O’Dowd, 2016; Akiyama & Cunningham, 2018). Within formal educational settings, most programs pair groups of university-level learners who engage in both synchronous and asynchronous bilingual-bicultural exchanges through information exchange tasks (Akiyama & Cunningham, 2018). Though there still remains a need for study diversity and standardized reporting in future research (Akiyama & Cunningham, 2018), as well as implementation of deeper “critical collaboration” (O’Dowd, 2016), as a whole, telecollaboration has proven an effective approach to improving language skills (Canto & van den Bergh, 2013; Kato & Mori, 2016) and developing intercultural competence (Furstenberg, Levet, English, & Maillet, 2001; Belz, 2003; Helm & Guth, 2010).

Despite its impact on attaining the primary goals of world language courses, telecollaboration remains underutilized in the vast majority of curricula. Though not nearly as technologically restricted as it used to be thanks to widespread Internet access and the ever growing list of communicative tools and resources, telecollaborative exchanges are still not without logistical limitations. There may be low availability of target language speakers, high technological requirements and/or lack of funding, time zone differences, inflexible course structure, and so forth. Moreover, students with telecollaborative peers rarely get to meet in person and shared experiences to build more meaningful relationships are limited.

As an emerging technology, virtual reality (VR) may not only aid in addressing some of these issues, but further enhance existing telecollaboration programs. As a concept, “virtual reality” has existed and evolved over the past few decades. In the broadest of terms it encompasses “any simulated, artificial, or synthetic environment that creates a convincing presentation of a desired space” (Kessler, 2018). This has included online virtual environments (LMSs, etc.), online virtual worlds (MMOs, Second Life, etc.), augmented and mixed reality, and “second wave” immersive VR that uses head-mounted displays (HMDs). Within the domain of language learning, numerous studies have investigated the potential of these diverse technologies, examining synthetic immersive environments (Sykes, Oskoz, & Thorne, 2008; O’Brien & Levy, 2008), online virtual worlds (Shih & Yang, 2008; Sykes & Reinhardt, 2012; Sykes, 2013; Lan & Liao, 2018), and mixed reality (Yang, Chen, & Jeng , 2009; Ho, Nelson, & Müeller-Wittig, 2011). For the purposes of this project, however, VR will be defined as an experience made immersive through the use of a HMD that occurs within either A) a computer-generated environment wherein the user may actively engage with the surroundings, or B) a 360° video-based environment wherein the user passively observes pre-generated content.

Such immersive experiences offer unique affordances for language learning and ICC development. In recent examinations of the future directions of the field, many authors have noted the potential of VR as a multimodal tool that students can use to develop multiliteracies, access authentic texts, engage in social exploration, enhance intercultural understanding, and practice culturally appropriate tasks in ways that would otherwise only be possible by traveling (Blyth, 2018; Sykes, 2018b; Kessler, 2018). For both learners and instructors, VR content is becoming more readily customizable allowing experiences to be tailored to students’ individual needs. Additionally, VR experiences are heightened by enhancing the user’s sense of presence (Lane, Hays, Auerbach, & Core, 2010; Chen, Warden, Tai, Chen, & Chao, 2011; Villani, Repetto, Cipresso, & Riva, 2012; North & North, 2016) and engagement (Hussein & Nätterdal, 2015). This sense of presence also extends to social interactions, as there are many existing and cutting-edge technologies that enable immersive virtual telepresence (Riva, Botella, Légeron, & Optale, 2004; Panettieri, 2007; Beck, Kunert, Kulik, & Froehlich, 2013; McGill, Williamson, & Brewster, 2016; Fairchild, Campion, García, Wolff, Fernando, & Roberts, 2017). Though more advanced immersive virtual telepresence systems remain gated behind advanced technological and infrastructure requirements, the advent of 5G and similar networks suggests that these technologies may soon become mainstream (Orlosky, Kiyokawa, & Takemura, 2017).

Yet in spite of such promise and calls for further research, immersive VR in even its most accessible commercial form (e.g. Google Cardboard) remains to be evaluated within the context of language education (Lin & Lan, 2015). Existing studies of immersive VR are limited to university education and adult training across the sciences and medical field (Freina & Ott, 2015). Though these subjects may more easily lend themselves to the simulations initially envisioned for VR, that is not to say that language-focused equivalents do not already exist. The Center for the Advanced Study of Language (CASL) at the University of Maryland, for example, has designed a video-based VR experience to train advanced listening skills (Tare, Golonka, Clark, & Varshney, 2017). However, evaluation is warranted to both measure and guide future pedagogical interventions.

References

American Council on the Teaching of Foreign Languages. (2017). NCSSFL-ACTFL Can-Do Statements: Performance Indicators for Language Learners. Available from, https://www.actfl.org/sites/default/files/CanDos/Intercultural%20Can-Do_Statements.pdf

Akiyama, Y. & Cunningham, D. (2018). Synthesizing the Practice of SCMC-based Telecollaboration: A Scoping Review. CALICO Journal, 35(1), 49-76.

Barrette, C. M., & Paesani, K. (2018). Conceptualizing cultural literacy through student learning outcomes assessment. Foreign Language Annals.

Beck, S., Kunert, A., Kulik, A., & Froehlich, B. (2013). Immersive group-to-group telepresence. IEEE Transactions on Visualization and Computer Graphics, 19(4), 616-625.

Belz, J. A. (2003). Linguistic perspectives on the development of intercultural competence in telecollaboration.

Bennett, M. J. (1993) Towards Ethnorelativism: A Developmental Model of Intercultural Sensitivity. In Paige, R. M. (Ed.). (1993). Education for the intercultural experience (pp. 21-71). Nicholas Brealey Publishing.

Bennett, M. J. (2009). Defining, measuring, and facilitating intercultural learning: A conceptual introduction to the intercultural education double supplement.

Blyth, C. (2018). Immersive technologies and language learning. Foreign Language Annals, 51(1), 225-232.

Bohinski, C. A., & Leventhal, Y. (2015). Rethinking the ICC framework: Transformation and telecollaboration. Foreign Language Annals, 48(3), 521-534.

Borghetti, C. (2017). Is there really a need for assessing intercultural competence?: Some ethical issues. Journal of Intercultural Communication, (44).

Byram, M. (1997). Teaching and assessing intercultural communicative competence. Multilingual Matters.

Byram, M., & Wagner, M. (2018). Making a difference: Language teaching for intercultural and international dialogue. Foreign Language Annals, 51(1), 140-151.

Canto, S., Jauregi, K., & van den Bergh, H. (2013). Integrating cross-cultural interaction through video-communication and virtual worlds in foreign language teaching programs: is there an added value?. ReCALL, 25(1), 105-121.

Chen, J. F., Warden, C. A., Tai, D. W. S., Chen, F. S., & Chao, C. Y. (2011). Level of abstraction and feelings of presence in virtual space: Business English negotiation in Open Wonderland. Computers & Education, 57(3), 2126-2134.

Council of Europe. Council for Cultural Co-operation. Education Committee. Modern Languages Division. (2001). Common European Framework of Reference for Languages: learning, teaching, assessment. Cambridge university press.

Deardorff, D. K. (2006). Identification and assessment of intercultural competence as a student outcome of internationalization. Journal of studies in international education, 10(3), 241-266.

Deardorff, D. K. (2011). Assessing intercultural competence. New directions for institutional research, 2011(149), 65-79.

Fairchild, A. J., Campion, S. P., García, A. S., Wolff, R., Fernando, T., & Roberts, D. J. (2017). A mixed reality telepresence system for collaborative space operation. IEEE Transactions on Circuits and Systems for Video Technology, 27(4), 814-827.

Fantini, A. E. (2000). A central concern: Developing intercultural competence. SIT occasional papers series, 1, 25-42.

Fantini, A., & Tirmizi, A. (2006). Exploring and assessing intercultural competence.

Freina, L., & Ott, M. (2015, January). A literature review on immersive virtual reality in education: state of the art and perspectives. In The International Scientific Conference eLearning and Software for Education (Vol. 1, p. 133). ” Carol I” National Defence University.

Furstenberg, G., Levet, S., English, K., & Maillet, K. (2001). Giving a virtual voice to the silent language of culture: The Cultura project. Language Learning and Technology 5(1), 55–102.

Gochenour, T., & Janeway, A. (1993). Seven concepts in cross-cultural interaction: A training design. Beyond Experience: An Experiential Approach to Cross-Cultural Education, 1-9.

Helm, F., & Guth, S. (2010). The multifarious goals of telecollaboration 2.0: Theoretical and practical implications. In S. Guth & F. Helm (Eds.), Telecollaboration 2.0: Language, literacies, and intercultural learning in the 21st century (pp. 69–106). New York: Peter Lang.

Ho, C. M., Nelson, M. E., & Müeller-Wittig, W. (2011). Design and implementation of a student-generated virtual museum in a language curriculum to enhance collaborative multimodal meaning-making. Computers & Education, 57(1), 1083-1097.

Hoopes, D. S. (1979). Intercultural communication concepts and the psychology of intercultural experience. Multicultural education: A cross cultural training approach, 10-38.

Huber, J., & Reynolds, C. (Eds). (2014). Developing intercultural competence through education. Strasbourg: Council of Europe. Retrieved June 26, 2018, from https://book.coe.int/eur/en/pestalozzi-series/6073-pdf-developing-intercultural-competence-through-education-pestalozzi-series-no-3.html

Hussein, M., & Nätterdal, C. (2015). The Benefits of Virtual Reality in Education – A Comparison Study. Retrieved from GUPEA Digital Theses. http://hdl.handle.net/2077/39977

Kato, F., Spring, R., & Mori, C. (2016). Mutually Beneficial Foreign Language Learning: Creating Meaningful Interactions Through Video‐Synchronous Computer‐Mediated Communication. Foreign Language Annals, 49(2), 355-366.

Kessler, G. (2018). Technology and the future of language teaching. Foreign Language Annals, 51(1), 205-218.

Lan, Y. J., & Liao, C. Y. (2018). The effects of 3D immersion on CSL students’ listening comprehension. Innovation in Language Learning and Teaching, 12(1), 35-46.

Lane, H. C., Hays, M. J., Auerbach, D., & Core, M. G. (2010, June). Investigating the relationship between presence and learning in a serious game. In International Conference on Intelligent Tutoring Systems (pp. 274-284). Springer, Berlin, Heidelberg.

Lewis, T., & O’Dowd, R. (2016). 2 Online Intercultural Exchange and Foreign Language Learning. Online intercultural exchange: Policy, pedagogy, practice, 4, 21.

Liddicoat, A. J., & Scarino, A. (2013). Intercultural language teaching and learning. Malden, MA: Wiley-Blackwell.

Lin, T. J., & Lan, Y. J. (2015). Language Learning in Virtual Reality Environments: Past, Present, and Future. Educational Technology & Society, 18(4), 486-497.

McGill, M., Williamson, J. H., & Brewster, S. (2016). Examining the role of smart TVs and VR HMDs in synchronous at-a-distance media consumption. ACM Transactions on Computer-Human Interaction (TOCHI), 23(5), 33.

Michelson, K. (2018). Teaching culture as a relational process through a multiliteracies-based global simulation. Language, Culture and Curriculum, 31(1), 1-20.

Modern Language Association of America. (2007). Foreign languages and higher education: New structures for a changed world. MLA Ad Hoc Committee on Foreign Languages. New York: Author.

National Standards in Foreign Language Education Project. (NSFLEP). (2015). World-readiness standards for learning languages (W-RSLL). Alexandria, VA: Author. Retrieved June 25, 2018, from http://www.actfl.org/publications/all/world-readiness-standards-learning-languages

North, M. M., & North, S. M. (2016). A comparative study of sense of presence of traditional virtual reality and immersive environments. Australasian Journal of Information Systems, 20.

O’Brien, M. G., & Levy, R. M. (2008). Exploration through virtual reality: Encounters with the target culture. Canadian Modern Language Review, 64(4), 663-691.

O’Dowd, R. (2016). Emerging trends and new directions in telecollaborative learning. CALICO Journal, 33(3).

Orlosky, J., Kiyokawa, K., & Takemura, H. (2017). Virtual and augmented reality on the 5G highway. Journal of Information Processing, 25, 133-141.

Panettieri, J. C. (2007). Brave New World. Campus Technology, 20(5), 26.

Reitz, L., Sohny, A., & Lochmann, G. (2016). VR-based gamification of communication training and oral examination in a second language. International Journal of Game-Based Learning (IJGBL), 6(2), 46-61.

Risager, K. (2007). Language and culture pedagogy. From a national to a transnational paradigm. Clevedon, UK: Multilingual Matters.

Riva, G., Botella, C., Légeron, P., & Optale, G. (2004). 13 Immersive Virtual Telepresence: Virtual Reality meets eHealth.

Schulz, R. A. (2007). The challenge of assessing cultural understanding in the context of foreign language instruction. Foreign Language Annals, 40(1), 9-26.

Shih, Y. C., & Yang, M. T. (2008). A collaborative virtual environment for situated language learning using VEC3D. Journal of Educational Technology & Society, 11(1).

Sinicrope, C., Norris, J., & Watanabe, Y. (2007). Understanding and assessing intercultural competence: A summary of theory, research, and practice (technical report for the foreign language program evaluation project). University of Hawai’i Second Language Studies Paper 26 (1).

Sykes, J. (2013). Multiuser virtual environments: Learner apologies in Spanish. In N. Taguchi & J. Sykes (Eds.), Technology in interlanguage pragmatics research and teaching (pp. 71–100). Amsterdam: John Benjamins Language Learning and Teaching Series.

Sykes, J. M. (2018a). Interlanguage Pragmatics, Curricular Innovation, and Digital Technologies. CALICO Journal, 35(2).

Sykes, J. M. (2018b). Digital games and language teaching and learning. Foreign Language Annals, 51(1), 219-224.

Sykes, J., Oskoz, A., & Thorne, S. L. (2008). Web 2.0, synthetic immersive environments, and the future of language education. CALICO Journal, 25, 528–546.

Sykes, J., & Reinhardt, J. (2012). Language at play: Digital games in second and foreign language teaching and learning. In J. Liskin-Gasparro & M. Lacorte (Series Eds.), Theory and practice in second language classroom instruction (pp. 1–157). New York: Pearson-Prentice Hall.

Tare, M., Golonka, E., Clark, M., & Varshney, A. (2017). Virtual Environments for Foreign Language Learning: 360-degree Cinematic Virtual Reality. Available from, https://www.casl.umd.edu/wp-content/uploads/2017/05/CASL_VR_052017_embassy.pdf

Villani, D., Repetto, C., Cipresso, P., & Riva, G. (2012). May I experience more presence in doing the same thing in virtual reality than in reality? An answer from a simulated job interview. Interacting with Computers, 24(4), 265-272.

Yang, J. C., Chen, C. H., & Jeng, M. C. (2010). Integrating video-capture virtual reality technology into a physically interactive learning environment for English learning. Computers & Education, 55(3), 1346-1356.

Zarraonandia, T., Díaz, P., Aedo, I., & Montero, A. (2016, June). Immersive End User Development for Virtual Reality. In Proceedings of the International Working Conference on Advanced Visual Interfaces (pp. 346-347). ACM.

M2 – Project Plan

Design Process

Throughout my teaching career, my design process for instructional delivery, classroom activities, and learning tasks has never followed one specific model, but instead could be mapped onto a variety of them. This project draws on these models for the:

  • evaluation of classroom technology integration (SAMR)
  • design of specific learning tasks based on:
    • content to be learned (Gerlach & Erly)
    • learner needs and characteristics (ASSURE)
    • desired learning outcomes (Backwards Design)
    • learning challenges (Design Thinking)
  • design of overall curriculum (Kemp)

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Project Plan

Semester 1

M2

(Project Plan)

Task

6/1 – 6/3

Draft tentative project plan with work dates
Articulate design process
Reevaluate idea presented in M1

  • Expand and deepen initial Lit Review for insight
  • Brainstorm more specific approaches to research design
  • Brainstorm potential alternative projects

6/6/18

Due – M2

M3

(Lit Review)

Task

6/8 – 6/10

Find more articles:

  • Virtual reality and language learning
  • Learner-created VR content
  • Learning in immersive/VR environments
  • Intercultural learning/competency
Read most promising articles and continue annotated bibliography
Make initial decision about more specific research questions and design
Coordinate with Heidi and begin initial planning of upcoming curriculum design; Adjust project plan accordingly

6/12/18

Due – Plan & Questions

6/15 – 6/17

Find more articles:

  • Human-computer interaction (VR)
  • Interlanguage pragmatics development
  • Non-synthetic VR content (Education & other contexts)
Read articles and continue annotated bibliography
 6/22 – 6/24 Finish reading and annotated bibliography
Convert annotated bibliography into formal lit review
6/28/18 Due – M3

6/30/18

Make final decision on project direction

Proposed Tentative Schedule

M4

(Ideation & Design Rationale)

Task

6/29 – 7/1

Meet with Heidi to discuss curriculum
Begin drafting curriculum changes and activity designs

7/10/18

Due – M4

7/6 – 7/8

Revise study design
Test and revise instruments

7/10/18

Due – Draft #2 of Study Design

7/13 – 7/15

Revise study design
Test and revise instruments

7/17/18

Due – M4

M5

(Evaluation Plan & IRB Submission)

Task

7/13 – 7/15

Draft evaluation plan

Draft instruments as needed

7/17/18

Due – Drafted Evaluation Plan

7/27 – 7/29

Revise evaluation plan as necessary

Present study design to Nasir and Nannette for professional development funding approval

Complete IRB forms

7/31/18

Due – Drafted IRB Forms

8/3 – 8/5

Revise IRB paperwork, if necessary

8/7/18

Due – M5

 

M6

(Video Pitch & Paper)

Task

7/20 – 7/22

 Create video pitch

7/24/18

Due – M6 (Video Pitch)

8/9/18

Due – M6 (Paper) & Revised Milestones

Semester 2

M7

(Data Collection)

Task

TBD

TBD

Due – M7

M8

(Data Analysis)

Task

TBD

TBD

Due – M8

M9

(Final Paper & Presentation)

Task

TBD

TBD

Due – M9

M1 – Early Ideas

Curricular Technology Integration: Immersive Virtual Reality in a Telecollaboration Program

Background & Rationale

There is a push for intercultural competence as a pillar of world language courses (The National Standards Collaborative Board, 2015), but much of its manifestation is limited to one-sided experiences with cultural artifacts. While some schools have established telecollaboration partnerships to promote cultural exchange, this solution is still limited in accessibility and encounters its own logistical problems (time zone differences, school structure, etc.) Moreover, students with telecollaborative peers rarely get to meet in person and shared experiences to build more meaningful relationships are limited.

One potential solution to these problems is the integration of both synchronous and asynchronous virtual reality activities, such as teleconferencing and shared artefacts, respectively. However, the vast majority of existing literature focuses on solo learners in simulated environments. There is little information about the impacts of either user-generated VR content or collaborative linguistic tasks on cultural and language learning (Ho et al., 2011; Lin & Lan, 2015). In fact, Lin and Lan (2015) explicitly call for further research in this specific vein.

Alongside the creation of new activities featuring emergent technology comes a need for evaluation. While studies have shown that VR can be more successful in engaging and promoting active learning than common mobile app equivalents (Hussein and Nätterdal, 2015), little has been done to assess its impact on learning outcomes, especially in social contexts or within the field of language learning.

Design Project & Evaluation

For thesis, I would complete a design project that focused more heavily on evaluation than iteration. Working with my colleague, Heidi, and her telecollaborative partner, Nicolas, I would design a year-long curriculum featuring a series of interventions that integrated VR-based activities into the existing telecollaborative exchange program. These activities would occur at regular intervals (e.g. one per unit) and feature some assessment mechanic to allow for the evaluation of particular learning outcomes. In addition to the activity-specific assessments, pre/post-tests (e.g. ACTFL OPI, cultural attitude surveys, etc.) at the beginning and end of the academic year would provide longitudinal data on the overall curriculum. This dual-evaluation setup would allow for examination of both linguistic and cultural outcomes, as well as individual activities and the learning experience as a whole. Moreover, the focus of the activity design would be on integrating commodity hardware that could be fairly easily and cheaply replicated by other instructors. It would also give me data to report by December (probably 3-4 activities) for thesis, while still allowing me to evaluate the overall curriculum on my own time.

References

Ho, C. M., Nelson, M. E., & Müeller-Wittig, W. (2011). Design and implementation of a student-generated virtual museum in a language curriculum to enhance collaborative multimodal meaning-making. Computers & Education, 57(1), 1083-1097.

Hussein, M., & Nätterdal, C. (2015). The Benefits of Virtual Reality in Education – A Comparison Study. Retrieved from GUPEA Digital Theses. http://hdl.handle.net/2077/39977

Lin, T. J., & Lan, Y. J. (2015). Language Learning in Virtual Reality Environments: Past, Present, and Future. Educational Technology & Society, 18 (4), 486–497.

The National Standards Collaborative Board. (2015). World-Readiness Standards for Learning Languages. 4th ed. Alexandria, VA: Author.