Posts Tagged ‘engagement’

In the world of ELT teacher blogs, magazines, webinars and conferences right now, you would be hard pressed to avoid the topic of generative AI. Ten years ago, the hot topic was ‘mobile learning’. Might there be some lessons to be learnt from casting our gaze back a little more than a decade?

One of the first ELT-related conferences about mobile learning took place in Japan in 2006. Reporting on this a year later, Dudeney and Hockly (2007: 156) observed that ‘m-learning appears to be here to stay’. By 2009, Agnes Kukulska-Hulme was asking ‘will mobile learning change language learning?’ Her answer, of course, was yes, but it took a little time for the world of ELT to latch onto this next big thing (besides a few apps). Relatively quick out of the blocks was Caroline Moore with an article in the Guardian (8 March 2011) arguing for wider use of mobile learning in ELT. As is so often the case with early promoters of edtech, Caroline had a vested interest, as a consultant in digital language learning, in advancing her basic argument. This was that the technology was so ubiquitous and so rich in potential that it would be foolish not to make the most of it.

The topic gained traction with an IATEFL LT SIG webinar in December 2011, a full-day pre-conference event at the main IATEFL conference early the following year, along with a ‘Macmillan Education Mobile Learning Debate’. Suddenly, mobile learning was everywhere and, by the end of the year, it was being described as ‘the future of learning’ (Kukulska-Hulme, A., 2012). In early 2013, ELT Journal published a defining article, ‘Mobile Learning’ (Hockly, N., 2013). By this point, it wasn’t just a case of recommending teachers to try out a few apps with their learners. The article concludes by saying that ‘the future is increasingly mobile, and it behoves us to reflect this in our teaching practice’ (Hockly, 2013: 83). The rhetorical force was easier to understand than the logical connection.

It wasn’t long before mobile learning was routinely described as the ‘future of language learning’ and apps, like DuoLingo and Busuu, were said to be ‘revolutionising language learning’. Kukulska-Hulme (Kukulska-Hulme et al., 2017) contributed a chapter entitled ‘Mobile Learning Revolution’ to a handbook of technology and second language learning.

In 2017 (books take a while to produce), OUP brought out ‘Mobile Learning’ by Shaun Wilden (2017). Shaun’s book is the place to go for practical ideas: playing around with photos, using QR codes, audio / video recording and so on. The reasons for using mobile learning continue to grow (developing 21st century skills like creativity, critical thinking and digital literacy in ‘student-centred, dynamic, and motivating ways’).

Unlike Nicky Hockly’s article (2013), Shaun acknowledges that there may be downsides to mobile technology in the classroom. The major downside, as everybody who has ever been in a classroom where phones are permitted knows, is that the technology may be a bigger source of distraction than it is of engagement. Shaun offers a page about ‘acceptable use policies’ for mobile phones in classrooms, but does not let (what he describes as) ‘media scare stories’ get in the way of his enthusiasm.

There are undoubtedly countless examples of ways in which mobile phones can (and even should) be used to further language learning, although I suspect that the QR reader would struggle to make the list. The problem is that these positive examples are all we ever hear about. The topic of distraction does not even get a mention in the chapter on mobile language learning in ‘The Routledge Handbook of Language Learning and Technology’ (Stockwell, 2016). Neither does it appear in Li Li’s (2017) ‘New Technologies and Language Learning’.

Glenda Morgan (2023) has described this as ‘Success Porn in EdTech’, where success is exaggerated, failures minimized and challenges rendered to the point that they are pretty much invisible. ‘Success porn’ is a feature of conference presentations and blog posts, genres which require relentless positivity and a ‘constructive sense of hope, optimism and ambition’ (Selwyn, 2016). Edtech Kool-Aid (ibid) is also a feature of academic writing. Do a Google Scholar search for ‘mobile learning language learning’ to see what I mean. The first article that comes up is entitled ‘Positive effects of mobile learning on foreign language learning’. Skepticism is in very short supply, as it is in most research into edtech. There are a number of reasons for this, one of which (that ‘locating one’s work in the pro-edtech zeitgeist may be a strategic choice to be part of the mainstream of the field’ (Mertala et al., 2022)) will resonate with colleagues who wish to give conference presentations and write blogs for publishers. The discourse around AI is, of course, no different (see Nemorin et al., 2022).

Anyway, back to the downside of mobile learning and the ‘media scare stories’. Most language learning takes place in primary and secondary schools. According to a recent report from Common Sense (Radesky et al., 2023), US teens use their smart phones for a median of 4 ½ hours per day, checking for notifications a median of 51 times. Almost all of them (97%) use their phones at school, mostly for social media, videos or gaming. Schools have a variety of policies, and widely varying enforcement within those policies. Your country may not be quite the same as the US, but it’s probably heading that way.

Research suggests that excessive (which is to say typical) mobile phone use has a negative impact on learning outcomes, wellbeing and issues like bullying (see this brief summary of global research). This comes as no surprise to most people – the participants at the 2012 Macmillan debate were aware of these problems. The question that needs to be asked, therefore, is not whether mobile learning can assist language learning, but whether the potential gains outweigh the potential disadvantages. Is language learning a special case?

One in four countries around the world have decided to ban phones in school. A new report from UNESCO (2023) calls for a global smart phone ban in education, pointing out that there is ‘little robust research to demonstrate digital technology inherently added value to education’. The same report delves a little into generative AI, and a summary begins ‘Generative AI may not bring the kind of change in education often discussed. Whether and how AI would be used in education is an open question (Gillani et al., 2023)’ (UNESCO, 2023: 13).

The history of the marketing of edtech has always been ‘this time it’s different’. It relies on a certain number of people repeating the mantra, since the more it is repeated, the more likely it will be perceived to be true (Fazio et al., 2019): this is the illusory truth effect or the ‘Snark rule[1]’. Mobile learning changed things for the better for some learners in some contexts: claims that it was the future of, or would revolutionize, language learning have proved somewhat exaggerated. Indeed, the proliferation of badly-designed language learning apps suggests that much mobile learning reinforces the conventional past of language learning (drilling, gamified rote learning, native-speaker models, etc.) rather than leading to positive change (see Kohn, 2023). The history of edtech is a history of broken promises and unfulfilled potential and there is no good reason why generative AI will be any different.

Perhaps, then, it behoves us to be extremely sceptical about the current discourse surrounding generative AI in ELT. Like mobile technology, it may well be an extremely useful tool, but the chances that it will revolutionize language teaching are extremely slim – much like the radio, TV, audio / video recording and playback, the photocopier, the internet and VR before it. A few people will make some money for a while, but truly revolutionary change in teaching / learning will not come about through technological innovation.

References

Dudeney, G. & Hockly, N. (2007) How to Teach English with Technology. Harlow: Pearson Education

Fazio, L. K., Rand, D. G. & Pennycook, G. (2019) Repetition increases perceived truth equally for plausible and implausible statements. Psychonomic Bulletin and Review 26: 1705–1710. https://doi.org/10.3758/s13423-019-01651-4

Hockly, N. (2013) Mobile Learning. ELT Journal, 67 (1): 80 – 84

Kohn, A. (2023) How ‘Innovative’ Ed Tech Actually Reinforces Convention. Education Week, 19 September 2023.

Kukulska-Hulme, A. (2009) Will Mobile Learning Change Language Learning? reCALL, 21 (2): 157 – 165

Kukulska-Hulme, A. (2012) Mobile Learning and the Future of Learning. International HETL Review, 2: 13 – 18

Kukulska-Hulme, A., Lee, H. & Norris, L. (2017) Mobile Learning Revolution: Implications for Language Pedagogy. In Chapelle, C. A. & Sauro, S. (Eds.) The Handbook of Technology and Second Language Teaching and Learning. John Wiley & Sons

Li, L. (2017) New Technologies and Language Learning. London: Palgrave

Mertala, P., Moens, E. & Teräs, M. (2022) Highly cited educational technology journal articles: a descriptive and critical analysis, Learning, Media and Technology, DOI: 10.1080/17439884.2022.2141253

Nemorin, S., Vlachidis, A., Ayerakwa, H. M. & Andriotis, P. (2022): AI hyped? A horizon scan of discourse on artificial intelligence in education (AIED) and development, Learning, Media and Technology, DOI: 10.1080/17439884.2022.2095568

Radesky, J., Weeks, H.M., Schaller, A., Robb, M., Mann, S., and Lenhart, A. (2023) Constant Companion: A Week in the Life of a Young Person’s Smartphone Use. San Francisco, CA: Common Sense.

Selwyn, N. (2016) Minding our Language: Why Education and Technology is Full of Bullshit … and What Might be Done About it. Learning, Media and Technology, 41 (3): 437–443

Stockwell, G. (2016) Mobile Language Learning. In Farr, F. & Murray, L. (Eds.) The Routledge Handbook of Language Learning and Technology. Abingdon: Routledge. pp. 296 – 307

UNESCO (2023) Global Education Monitoring Report 2023: Technology in Education – A Tool on whose Terms?Paris: UNESCO

Wilden, S. (2017) Mobile Learning. Oxford: OUP


[1] Named after Lewis Carroll’s poem ‘The Hunting of the Snark’ in which the Bellman cries ‘I have said it thrice: What I tell you three times is true.’

I’d never felt any need for a QR reader on my phone until one day, a few lockdowns ago, I had to scan a code in order to be allowed to sit down outside my nearest breadshop, Anker, to eat a sandwich. Since replacing my phone a week or so ago, it was only this morning that I felt the need to install a new reader. It will come as no surprise to learn that I have never used QR codes in a classroom, and probably never will.

A book that I co-authored a few years ago included QR codes on some pages, and these take you to video recordings of ‘real students’ carrying out tasks from the book. We don’t learn much about these students’ lives, but we can assume that they are learning English in pre-Covid days, when they went into a physical classroom from time to time. But now that the physical classroom is becoming a receding memory, I have to fear for the future of QR codes in language teaching. Who needs a barcode web link when you’re online already?

I’ve seen some fun suggestions for using QR codes in the classroom. Placing QR codes in prominent places around the school – linking to the codes reveals a set of questions or clues in a treasure hunt. Getting learners to prepare their own multimedia material to upload to an interactive map of their school / town / whatever. Other suggestions involve things like sticking QR codes around the walls of the classroom, or walking around with a QR code stuck on your back or your forehead. But they all require physical space, imagining face-to-face contact. And they all require that phones are allowed, which, in turn, requires a whole lot of administration in some places (e.g. with kids). The activities tend to be a bit juvenile.

Some suggestions for using QR codes are decidedly less fun, in my view. Notifying students of their homework assignments by sending them a QR code, for example. Or giving the answers to an exercise when they click on the link.

More ideas can be found here and in ETpedia Technology (Hockly, 2017) and no doubt some other places, too.

(Image from https://www.teacherspayteachers.com/Product/Pirate-Joke-QR-Codes-1262320 )

You can evaluate your own affective response to QR codes in education by pointing your phone at the image above. That’s tricky, of course, if you’re reading this on your phone, and not another device. (Someone is selling this for a dollar.)

So why are they used? According to Cruse and Brereton (2018), they ‘can make classroom activities more engaging and allow students to perform previously impossible or impractical tasks’. Those previously impossible or impractical tasks are, of course, no longer impossible or impractical when the whole class is online. And this leaves us with the main claim of QR advocates: use of these codes leads to more learner engagement. How well does the claim hold up?

With a little encouragement, most people would rather scan a code than manually type in a link. But we don’t really have any evidence that English language learners would be more motivated and engaged if they point their phone at codes. Perhaps, there are some like me who don’t really want to get their phone out. Eye-rollers who find it hard to suppress a groan when someone suggests you use Mentimeter. Of course, the way you feel about using your phone for activities like these may also depend on how good your wifi is (or whether you have any wifi).

Cruse and Brereton’s (2018) first ‘Principle of Good Practice’ is that QR use ‘should not be a gimmick’. If you’re not convinced by the engagement argument, what other reasons could there be? To promote learner autonomy and differentiation? To facilitate asynchronous learning? To support constructivist learning by providing multiple representations of reality and enabling ‘context- and content-dependent knowledge construction’ (Alizadeh, 2019)? To develop digital literacies? Evidence is lacking.

QR codes have soared in global reach since the start of the pandemic, especially for payments and advertising. I also came across a novel use for QR with code stickers designed for tombstones (‘bringing monuments into the 21st century’). I imagine, with a little more investment, scanning the code could generate a realistic hologram of the deceased. But someone needs to come up with a convincing way of using them in online language learning.

References

Alizadeh, M. (2019) Augmented/virtual reality promises for ELT practitioners. In P. Clements, A. Krause, & P. Bennett (Eds.), Diversity and inclusion. Tokyo: JALT.

Hockly, N. (2017) ETpedia Technology. Hove: Pavilion Publishing

Cruse, D. T. H., & Brereton, P. (2018) Integrating QR codes into ELT materials. In P. Clements, A. Krause, & P. Bennett (Eds.), Language teaching in a global age: Shaping the classroom, shaping the world. Tokyo: JALT.

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