Archive for November, 2020

The VR experience is nothing if it is not immersive, and in language learning, the value of immersion in VR is seen to be the way in which it can lead to what we might call ‘engagement’ or ‘flow’. Fully immersed in a VR world, learning can be maximized, or so the thinking goes (Lan, 2020; Chen & Hsu, 2020). ‘By blocking out visual and auditory distractions in the classroom, VR has the potential to help students deeply connect with the material’ (Gadelha, 2018). ‘There are no distracting classroom windows to stare out of when students are directly immersed into the topic they are investigating’ (Bonner & Reinders, 2018: 36). Such is the allure of immersion that it is no surprise to find the word in the names of VR language learning products like Immerse and ImmerseMe (although the nod to bilingual immersion progammes (such as those in Canada) is an added bonus).

There is, however, immersion and immersion. A common categorisation of VR is into:

  • non-immersive (e.g. a desktop game with a 2D screen and avatars)
  • semi-immersive (e.g. high-end arcade games and flight simulators with large projections)
  • fully immersive (e.g. with a head-mounted display, headphones, body sensors)

Taking things a little further is the possibility of directly inducing responses in the nervous system with molecular nanotechnology. We’re some way off that, but, fear not, people are working on it. At this point, it’s worth noting that this hierarchy of immersivity is driven by technological considerations: more tech = more immersion.

In ELT, the most common VR applications are currently at the low end of this scale. Probably the most talked about currently is the use of 3600 photography and a very simple headset like Google Cardboard, along with headphones, to take students on virtual field trips – anywhere from a museum or a Disney castle to a coral reef or outer space. See Raquel Ribeiro’s blog post for CUP for more ideas. Then, there are self-study packages, like Velawoods, which is a sort of combination of the SIMS with interaction made possible through speech recognition. The syllabus will be familiar to anyone used to using a contemporary coursebooks.

And, now, up a technological notch or two, is Immerse, which requires an Oculus headset. It appears to be a sort of Second Life where language learners can interact with each other and a trainer in a number of role plays, set in, for example, a garden barbecue, a pool bar, a conference or a deserted island. In addition to interacting with each other, students can interact with virtual objects, picking up darts and throw them at questions they want to focus on, for example. ‘Total physical engagement with the environment’ is how this is described by Immerse’s Chief Product Office. You can find out more in this promotional video.

Paul Driver has suggested that the evolution of VR can be ‘traced back through time as a constant struggle to create more immersive experiences. From the intricate scrolls of twelfth-century China, the huge panoramic paintings of the nineteenth century and early experiments in stereoscopic photography, to the promising but over-hyped 1990s arcade machines (which raised hopes and then dashed expectations for a whole generation), the history of virtual reality has been a meandering march forward, punctuated with long periods of stagnation’. Immerse may be fairly sophisticated as a VR language learning platform, but it has a long way to go as an immersive environment in comparison to games like Meeting Rembrandt: Master of Reality or Project VR Fishing. Its animations are crude and clunky, its scenarios short of detail.

But however ‘lifelike’ games like these are, their immersive potential is extremely limited if you have no interest in Rembrandt or fishing. VR is only as immersive as the intrinsic interest of (1) the ‘real world’ it is attempting to replicate, and (2) what you can do in it. The novelty factor may hold attention for a while, but not for long.

With simpler 3600 Google Cardboard versions of VR, you can’t actually do anything in the VR world besides watch, listen and marvel, so the intrinsic interest of the content is even more important. I quite like exploring the Okavango Delta, but I have no interest in rollercoasters or parachute jumps. But, to be immersed, I don’t actually need the 3600 experience at all, if the quality of the video is good enough. In many ways, I prefer an old-fashioned screen where my hands are not tied up with holding the phone into the Cardboard and the Cardboard to my nose.

3600 videos are usually short, and I can see how they can be used in a language class as a springboard for other work. But as a language learning tool, old-fashioned screens (with good content) may offer more potential than headsets (whether Cardboard or Oculus) because we can do other things (like communicate with other people, use a dictionary or take notes) at the same time.

VR technology in language learning cannot, therefore, (whatever its claims) generate immersion or engagement on its own. For the time being, it can, for some, captivate initial curiosity. For others, already used to high-end Oculus games, programmes like Immerse are more likely to generate a resounding ‘meh’. Engagement in learning is a highly complex phenomenon. Mercer and Dörnyei (2020: 102 ff.) argue that engaging learning materials must be designed for particular groups of learners (in terms of level and interests, for example) and they must get learners emotionally invested. Improvements in VR technology won’t really change anything.

VR is already well established and successful in some forms of education: military, healthcare and engineering, especially. Virtual reality is obviously a good place to learn how to defuse a bomb or carry out keyhole surgery. In other areas, such as soft skills training in corporate contexts, its use is growing, but its effectiveness is much less clear. In language learning, the purported advantages of VR (see, for example, Alizadeh, 2019, which has a useful bibliography, or Lloyd et al., 2017) are not convincing. There is no problem in language learning for which VR is the solution. This doesn’t mean that VR does not have a place in language learning / teaching. VR field trips may offer occasional moments of variety. Conversation in VR worlds like Facebook Spaces may be welcomed by some. And there will be markets for dedicated platforms like Velawoods, Mondly or Immerse.

Predictions about edtech are often thinly disguised attempts to accelerate a predicted future. Four years ago I went to a conference presentation by Saul Nassé, Chief Executive of Cambridge Assessment. All the participants were given a Cambridge branded Google Cardboard. At the time, Nassé wrote the following:

The technology is only going to get better and cheaper. In two or three years it will be wireless and cost less than a smart phone. That’s the point when you’ll see whole classrooms equipped with VR. And I like to think we’ll find a way of Cambridge English content being used in those classrooms, with people learning English in a whole new way. It may have been a long time coming, but I think the VR revolution is now truly here to stay’.

The message was echoed in Lloyd et al (2017), all three of whom worked for Cambridge Assessment, and amplified in a series of blog posts and conference presentations around that time. Since then, it has all gone rather quiet. There are still people out there (including the investors who have just pumped $1.5 million into Immerse in Series A funding), who believe that VR will be the next big thing in language learning. But edtech investors have a long track record of turning a blind eye to history. VR, as Saul Nassé observed, ‘has been the next big thing for thirty years’. And maybe for the next thirty years, too.

REFERENCES

Alizadeh, M. (2019). Augmented/virtual reality promises for ELT practitioners. In Clements, P., Krause, A. & Bennett, P. (Eds.), Diversity and inclusion. Tokyo: JALT. https://jalt-publications.org/sites/default/files/pdf-article/jalt2018-pcp-048.pdf

Bonner, E., & Reinders, H. (2018). Augmented and virtual reality in the language classroom: Practical ideas. Teaching English with Technology, 18 (3), pp. 33-53. Retrieved from https://files.eric.ed.gov/fulltext/EJ1186392.pdf

Chen, Y. L. & Hsu, C. C. (2020). Self-regulated mobile game-based English learning in a virtual reality environment. Computers and Education, 154 https://www.sciencedirect.com/science/article/abs/pii/S0360131520301093?dgcid=rss_sd_all

Gadelha, R. (2018). Revolutionizing Education: The promise of virtual reality. Childhood Education, 94 (1), pp. 40-43. doi:10.1080/00094056.2018.1420362

Lan, Y. J. (2020). Immersion, interaction and experience-oriented learning: Bringing virtual reality into FL learning. Language Learning & Technology, 24(1), pp. 1–15. http://hdl.handle.net/10125/44704

Lloyd, A., Rogerson, S. & Stead, G. (2017). Imagining the potential for using Virtual Reality technologies in language learning. In Carrier, M., Damerow, R. M. & Bailey, K. M. (Eds.) Digital Language Learning and Teaching. New York: Routledge. pp. 222 – 234

Mercer, S. & Dörnyei, Z. (2020). Engaging Language Learners in Contemporary Classrooms. Cambridge: Cambridge University Press

Whenever a word is frequently used in arguments trying to persuade people to believe some opinion or other, our mental twists and turns to make the opinion plausible involve shifting from meaning to meaning without realizing it. This has happened to creativity on a grand scale.’ (Perry, L. (1987). The Educational Value of Creativity. Journal of Art and Design Education 6 (3) ) quoted in Pugliese, 2010: 8)

If you take a look at the word ‘creativity’ in Google’s Ngram viewer, you’ll notice that use of the word really took off around 1950, the year when J. P. Guilford published an article entitled ‘Creativity’ in American Psychologist. Guilford’s background was in the US military. His research was part funded by the US Navy and his subjects were US Air Force personnel. His interest was in the classification and training of military recruits.

With the Cold War between the US and the Soviet Union hotting up, Guilford’s interests increasingly became a matter of national security. In 1954, Carl Rogers, argued that education tended to turn out ‘conformists […] rather than freely creative and original thinkers’ (Rogers, 1954: 249) and that there was a ‘desperate need’ for the latter. He warned that ‘international annihilation will be the price we pay for a lack of creativity’. When Sputnik scared the shit out of the American military, creativity became more important still. It ‘could no longer be left to the chance occurrence of genius; neither could it be left in the realm of the wholly mysterious and the untouchable. Men had to be able to do something about it; creativity had to be a property in many men; it had to be something identifiable; it had to be subject to efforts to gain more of it’ (Razik, 1967).

It wasn’t long before creativity moved beyond purely military concerns to more generally corporate ones. Creativity became one of the motors driving the economy. This process is tracked in a fascinating article by Steven Shapin (2020), who quotes the director of research at General Electric as saying in 1959: ‘I think we can agree at once that we are all in favour of creativity’. Since then, the idea of creativity has rarely looked back.

By the end of the century, the UK government had set up a National Advisory Committee on Creative and Cultural Education, chaired by Ken Robinson. Creativity was seen as a ‘vital investment in human capital for the twenty-first century’ (National Advisory Committee on Creative and Cultural Education, 1999). Quoting the prime minister, Blair, the report stated that ‘our aim must be to create a nation where the creative talents of all the people are used to build a true enterprise economy for the twenty-first century — where we compete on brains, not brawn’.

A few years later, in the US, the Partnership for 21st Century Skills was founded, supported primarily by the corporate community with companies like AOL Time Warner, Apple and Microsoft providing financial backing. The ‘21st century skills’ required by global employers (or more specifically that global employers wanted national governments to pay for) could be catchily boiled down to the 4Cs – communication, collaboration, critical reflection and creativity. What was meant by creativity is made clearer in Trilling and Fadel’s bible of 21st century skills (2009: 56):

Given the 21st century demands to continuously innovate new services, better processes, and improved products for the world’s global economy, and for the creative knowledge required in more and more of the world’s better-paying jobs, it should come as no surprise that creativity and innovation are very high on the list of 21st century skills. In fact, many believe that our current Knowledge Age is quickly giving way to an Innovation Age, where the ability to solve problems in new ways (like the greening of energy use), to invent new technologies (like bio- and nanotechnology) or create the new killer application of existing technologies (like efficient and affordable electric cars and solar panels, or even to discover new branches of knowledge and invent entirely new industries, will all be highly prized.

In this line of thought, creativity is blurred with ‘innovation skills’ and inextricably linked to business (and employee) performance. It involves creative thinking techniques (such as brainstorming), the ability to work collaboratively and creatively with others, openness to new ideas and perspectives, originality and inventiveness in work, and understanding real-world limits to adopting new ideas (Trilling & Fadel, 2009: 59). Although never defined very precisely, the purpose of creativity in education (as well as 21st skills more generally) is crystal-clear:

A fundamental role of education is to equip students with the competences they need – and will need – in order to succeed in society. Creative thinking is a necessary competence for today’s young people to develop. It can help them adapt to a constantly and rapidly changing world, and one that demands flexible workers equipped with ‘21st century’ skills that go beyond core literacy and numeracy. After all, children today will likely be employed in sectors or roles that do not yet exist’. (OECD, 2019: 6)

Creativity, then, has become first and foremost about the development of human capital and, by extension, the health of financial capital. In the World Economic Forum’s list of ‘5 Things You Need To Know About Creativity’, #1 on the list is ‘Creativity is good for the Economy’, #4 is ‘It’s important for leadership’, and #5 is ‘It’s crucial for the future of work’. For the World Bank, creativity is more or less synonymous with entrepreneurship (World Bank, 2010).

Given the importance that the OECD attaches to creativity, it was inevitable that they should seek to measure it. The next round of PISA tests, postponed to 2022 because of Covid-19, will incorporate evaluation of creative thinking. As the OECD itself recognises (OECD, 2019), this will be no easy task. There are problems in establishing a valid and agreed construct of creative thinking / creativity. There is debate about the extent to which creative thinking is domain-specific (does creative thinking in science different to creative thinking in the arts?). Previous attempts to measure creativity have been less than satisfactory. But none of this will stop the OECD juggernaut, and shortcomings in the first round of evaluations can be taken, creatively, as ‘an opportunity to learn’ (Trilling & Fadel, 2009: 59). There will be a washback effect, but this is all to the good in the eyes of the OECD. One of their most significant objectives in measuring creativity is to encourage ‘changes in education policies and pedagogies’ (OECD, 2019: 5): ‘the results will also encourage a wider societal debate on both the importance and methods of supporting this crucial competence through education’. To a large extent, it is an agenda-setting exercise.

Creativity’s most well-known cheerleader is the late Ken Robinson. His advocacy of creativity in education for the purposes of developing human capital is clear from his contribution to the National Advisory Committee on Creative and Cultural Education (1999) report. Subsequently, he changed his tune a little, and was careful to expand on his reasons for promoting creativity. Creativity, for Robinson, became something of broader importance than it was for those with a 21st century skills agenda. ‘There’s a lot of talk these days about 21st century skills,’ he said, ‘and I go along with a great deal of it, my only reservation about the idea of 21st century skills is that when they’re listed, they often include skills that were relevant at any time, in any century, it’s not that they’re a completely brand new set of things that people need to learn now that they didn’t have to learn before, but the context is very different’. In another interview, when pushed about creativity as an ‘essential 21st century skill’ – ‘why is creativity especially important right now?’ – Robinson again avoided going too far down the 21st century skills path. In reply, he offered a number of reasons, but the economy was the last that he mentioned. Human capital mattered to Robinson (‘any conversation about education that doesn’t take account of the economy is really, in some respects, detached and naïve from the world that we live in’ he said in another interview), but he made a point of downplaying it. As a highly accomplished rhetorician, Robinson knew how to tailor his messages for his audiences. His success and fame were due in large part to his ability to craft messages for everybody, and his readiness to allow the significance of creativity to shift from one meaning to another played, in my view, a large role in his appeal.

In ELT, there is no doubt that creativity is, as Maley and Kiss (2018: v) put it, ‘a fashionable concept’. In addition to Maley & Kiss’s ‘Creativity and English Language Teaching’ (2018), recent publications have included ‘The Creative Teacher’s Compendium’ (Clare & Marsh, 2020), ‘Hacking Creativity’ (Peachey, 2019), ‘50 Creative Activities’ (Maley, 2018), ‘Creativity in English Language Teaching’ (Xerri & Vassallo, 2016), ‘Creativity in the English language classroom’ (Maley & Peachey, 2015) and ‘Being Creative’ (Pugliese, 2010). In addition, there have been chapters on creativity in recent books about 21st century skills in ELT, such as ‘21st Century Skills in the ELT Classroom – A Guide for Teachers’ (Graham, 2020) and ‘English for 21st Century Skills’ (Mavridi & Xerri, 2020). Robinson is regularly cited.

What is striking about all these publications is that the kind of creativity that is promoted has virtually nothing to do with the kind of creativity that has been discussed in the first part of this article. The notion of language learners as human capital is absent, the purpose of creativity teaching is entirely different, and the creativity of the 4 Cs of 21st century skills has transformed into something else altogether. Even in the edited collections with ‘21st century skills’ in their titles, creativity has little or nothing to do with the creativity of the OECD. In most of these titles, ‘21st century skills’ are not mentioned at all, or only briefly in passing. In the 330 pages of Maley and Kiss (2018), for example, there are only three mentions of the term.

Instead, we have something that is not very ‘21st century’ at all. Definitions of creativity in these ELT books are very broad, and acknowledge the problems in even providing a definition. Recognising these difficulties, Nik Peachey (2019: iv) doesn’t even attempt to provide a definition. Instead, he offers a selection of ideas and activities which have something to do with the concept. Maley (in Xerri & Vassallo, 2016: 10) takes a similar approach, offering a list of attributes, including things like newness / originality, immediacy, wonder, curiosity / play, inspiration, finding / making connections, unpredictability, relevance and flow. Pugliese (2010: 114) asks teachers how they interpret creativity and this list includes problem-solving, the teacher’s aesthetic drive, a combination of the previous two, and a search for Rogerian self-actualization. Both writers focus heavily on the teacher’s own commitment to creativity. For Pugliese (2010: 12), ‘creativity is about wanting to be creative’.

In practice, the classroom ideas that are on offer can usually be put into one or more of the following categories:

  • Activities that involve the arts: drama, stories, music, song, chants, poetry and dance, etc. Maley (2018) is especially interested in poetry, and Pugliese (2010) explores music and the visual arts in more detail.
  • Activities that involves the learners in personalized self-expression, with emotional responses prioritized.
  • Activities which are in some way exploratory, unpredictable or ‘different’. The work of John Fanselow (e.g. 1987) is an important inspiration here.

The overall result is a relabelled mash-up of ideas that have been around for some time: exploitation of literature, music and art; humanistic approaches inspired by Stevick, Rinvolucri and others; a sprinkling of positive psychology; and, sometimes, suggestions for using digital technology to facilitate creative expression of some kind. I hope I am not being unfair if I suggest that the problem of definition arises because the 21st century label of creativity has been stuck on bottles of vintage wine.

Most of these writers seem content to ignore 21st century OECD-style creativity, to pretend that it is not the driver of the ‘fashionable concept’ they are writing about. However, the reason for this silence surfaces from time to time: most of these ELT writers disapprove of, even dislike, the OECD version of creativity. Here, for example, is Chris Kennedy in the foreword to Maley & Peachey (2015: 2):

It is worrying in our market-driven world that […] certain concepts, and the words used to express them, lose their value through over-use or ill-definition. […] The danger is that such terms may be hijacked by public bodies and private institutions which employ them as convenient but opaque policy pegs on which practitioners, including educators, are expected to hang their approaches and behaviours. ‘Creativity’ is one such term, and UK government reports on the subject in the last few years show the concept of creativity being used to support a particular instrumental political view as a means of promoting the economy, rather than as a focus for developing individual skills and talents.’

And here’s David Nunan (in Mavridi & Xerri, 2020: 6) dishing out some vitriol:

I have been unable to find any evidence that the ability to solve such [problem-solving 21st century-style creativity tasks] transfers to the ability to solve such problems in real life. This has not stopped some people building their careers out of the concept and amassing considerable compensation in the process. Robinson even garnered a knighthood’.

This is all rather strange. It is creativity as a 21st century skill that has made the topic a ‘fashionable concept’. The ideas of Alan Maley et al about creativity become more plausible because the meaning of the key term can shift around. His book (with Nik Peachey) was commissioned by the British Council, an organisation that is profoundly committed to the idea that 21st century skills, including creativity, are essential for young people ‘to be fully prepared for life and work in a global economy’. In this light, Maley & Peachey (2015), which kicks off with a Maley poem before the Chris Kennedy foreword, may almost be seen as a subversive hijacking, a détournement of British Council discourse. But détourneurs can be détourné in their turn …

Maley’s co-author, Tamas Kiss, on ‘Creativity and English Language Teaching’, a book which so strenuously avoided the discourse of 21st century creativity, chose to discuss this work in the following way for a webpage for his university:

‘Dr Kiss explained that creativity has been the subject of investigation in several fields including psychology and business, as well as language teaching, and is one of the ‘core skills’ of most 21st century educational frameworks:

“People have realised that traditional knowledge transfer systems are not necessarily preparing students for 21st century jobs,” said Tamas, “New educational frameworks, for example those developed by the Council of Europe, emphasize cross-cultural communication, problem-solving, and creativity.”’

The university in question is Xi’an Jiaotong University, to the west of Shanghai. In the same year as the publication of the book that Kiss co-authored with Maley, Barbara Schulte gave a conference presentation entitled ‘Appropriating or hijacking creativity? Educational reform and creative learning in China’ (Schulte, 2018). She noted the increasing importance accorded to creativity in China’s educational reforms, the country’s increasing engagement with OECD benchmarks, and the way in which creative approaches ‘originally intended to empower learners are turned into their exact opposites, constraining learners’ spaces even more than with conventional approaches’.

Creativity is a classic weasel word. Its use should come accompanied with a hazard warning.

References

Clare, A. & Marsh, A. (2020). The Creative Teacher’s Compendium. Teddington, Middx.: Pavilion

Fanselow, J. (1987). Breaking Rules. Harlow: Longman

Graham, C. (Ed.) (2020). 21st Century Skills in the ELT Classroom – A Guide for Teachers. Reading: Granet

Guilford, J. P. (1950). Creativity. American Psychologist, 5 (9): pp.444–454

Maley, A. (2018). Alan Maley’s 50 Creative Activities. Cambridge: Cambridge University Press

Maley, A. & Kiss, T. (2018). Creativity and English Language Teaching. London: Palgrave Macmillan

Maley, A. & Peachey, N. (Eds.) (2015). Creativity in the English language classroom. London: British Council

Mavridi, S. & Xerri, D. (Eds.) English for 21st Century Skills. Newbury, Berks.: Express Publishing

National Advisory Committee on Creative and Cultural Education. (1999). All Our Futures: Creativity, Culture and Education http://sirkenrobinson.com/pdf/allourfutures.pdf

OECD (2019). PISA 2021 Creative Thinking Framework (Third Draft). Paris: OECD.

Peachey, N. (2019). Hacking Creativity. PeacheyPublications.

Pugliese, C. (2010). Being Creative. Peaslake: DELTA

Razik, T. A. (1967). Psychometric measurement of creativity. In Mooney, R. L. & Razik, T. A. (Eds.) Explorations in Creativity. New York: Harper & Row

Rogers, C. (1954). Toward a Theory of Creativity. ETC: A Review of General Semantics, 11: pp. 249-260

Schulte, B. (2018). Appropriating or hijacking creativity? Educational reform and creative learning in China. Abstract from Australian Association for Research in Education (AARE) Conference 2018, Sydney, Australia.

Shapin, S. (2020). The rise and rise of creativity. Aeon 12 October 2020 https://aeon.co/essays/how-did-creativity-become-an-engine-of-economic-growth

Trilling, B. & Fadel, C. (2009). 21st Century Skills. San Francisco: Jossey-Bass

World Bank (2010). Stepping Up Skills. Washington: The World Bank

Xerri, D. & Vassallo, O. (Eds.) (2016). Creativity in English Language Teaching. Floriana: ELT Council