Posts Tagged ‘social interaction’

NB This is an edited version of the original review.

Words & Monsters is a new vocabulary app that has caught my attention. There are three reasons for this. Firstly, because it’s free. Secondly, because I was led to believe (falsely, as it turns out) that two of the people behind it are Charles Browne and Brent Culligan, eminently respectable linguists, who were also behind the development of the New General Service List (NGSL), based on data from the Cambridge English Corpus. And thirdly, because a lot of thought, effort and investment have clearly gone into the gamification of Words & Monsters (WAM). It’s to the last of these that I’ll turn my attention first.

WAM teaches vocabulary in the context of a battle between a player’s avatar and a variety of monsters. If users can correctly match a set of target items to definitions or translations in the available time, they ‘defeat’ the monster and accumulate points. The more points you have, the higher you advance through a series of levels and ranks. There are bonuses for meeting daily and weekly goals, there are leaderboards, and trophies and medals can be won. In addition to points, players also win ‘crystals’ after successful battles, and these crystals can be used to buy accessories which change the appearance of the avatar and give the player added ‘powers’. I was never able to fully understand precisely how these ‘powers’ affected the number of points I could win in battle. It remained as baffling to me as the whole system of values with Pokemon cards, which is presumably a large part of the inspiration here. Perhaps others, more used to games like Pokemon, would find it all much more transparent.

The system of rewards is all rather complicated, but perhaps this doesn’t matter too much. In fact, it might be the case that working out how reward systems work is part of what motivates people to play games. But there is another aspect to this: the app’s developers refer in their bumf to research by Howard-Jones and Jay (2016), which suggests that when rewards are uncertain, more dopamine is released in the mid-brain and this may lead to reinforcement of learning, and, possibly, enhancement of declarative memory function. Possibly … but Howard-Jones and Jay point out that ‘the science required to inform the manipulation of reward schedules for educational benefit is very incomplete.’ So, WAM’s developers may be jumping the gun a little and overstating the applicability of the neuroscientific research, but they’re not alone in that!

If you don’t understand a reward system, it’s certain that the rewards are uncertain. But WAM takes this further in at least two ways. Firstly, when you win a ‘battle’, you have to click on a plain treasure bag to collect your crystals, and you don’t know whether you’ll get one, two, three, or zero, crystals. You are given a semblance of agency, but, essentially, the whole thing is random. Secondly, when you want to convert your crystals into accessories for your avatar, random selection determines which accessory you receive, even though, again, there is a semblance of agency. Different accessories have different power values. This extended use of what the developers call ‘the thrill of uncertain rewards’ is certainly interesting, but how effective it is is another matter. My own reaction, after quite some time spent ‘studying’, to getting no crystals or an avatar accessory that I didn’t want was primarily frustration, rather than motivation to carry on. I have no idea how typical my reaction (more ‘treadmill’ than ‘thrill’) might be.

Unsurprisingly, for an app that has so obviously thought carefully about gamification, players are encouraged to interact with each other. As part of the early promotion, WAM is running, from 15 November to 19 December, a free ‘team challenge tournament’, allowing teams of up to 8 players to compete against each other. Ingeniously, it would appear to allow teams and players of varying levels of English to play together, with the app’s algorithms determining each individual’s level of lexical knowledge and therefore the items that will be presented / tested. Social interaction is known to be an important component of successful games (Dehghanzadeh et al., 2019), but for vocabulary apps there’s a huge challenge. In order to learn vocabulary from an app, learners need to put in time – on a regular basis. Team challenge tournaments may help with initial on-boarding of players, but, in the end, learning from a vocabulary app is inevitably and largely a solitary pursuit. Over time, social interaction is unlikely to be maintained, and it is, in any case, of a very limited nature. The other features of successful games – playful freedom and intrinsically motivating tasks (Driver, 2012) – are also absent from vocabulary apps. Playful freedom is mostly incompatible with points, badges and leaderboards. And flashcard tasks, however intrinsically motivating they may be at the outset, will always become repetitive after a while. In the end, what’s left, for those users who hang around long enough, is the reward system.

It’s also worth noting that this free challenge is of limited duration: it is a marketing device attempting to push you towards the non-free use of the app, once the initial promotion is over.

Gamified motivation tools are only of value, of course, if they motivate learners to spend their time doing things that are of clear learning value. To evaluate the learning potential of WAM, then, we need to look at the content (the ‘learning objects’) and the learning tasks that supposedly lead to acquisition of these items.

When you first use WAM, you need to play for about 20 minutes, at which point algorithms determine ‘how many words [you] know and [you can] see scores for English tests such as; TOEFL, TOEIC, IELTS, EIKEN, Kyotsu Shiken, CEFR, SAT and GRE’. The developers claim that these scores correlate pretty highly with actual test scores: ‘they are about as accurate as the tests themselves’, they say. If Browne and Culligan had been behind the app, I would have been tempted to accept the claim – with reservations: after all, it still allows for one item out of 5 to be wrongly identified. But, what is this CEFR test score that is referred to? There is no CEFR test, although many tests are correlated with CEFR. The two tools that I am most familiar with which allocate CEFR levels to individual words – Cambridge’s English Vocabulary Profile and Pearson’s Global Scale of English – often conflict in their results. I suspect that ‘CEFR’ was just thrown into the list of tests as an attempt to broaden the app’s appeal.

English target words are presented and practised with their translation ‘equivalents’ in Japanese. For the moment, Japanese is the only language available, which means the app is of little use to learners who don’t know any Japanese. It’s now well-known that bilingual pairings are more effective in deliberate language learning than using definitions in the same language as the target items. This becomes immediately apparent when, for example, a word like ‘something’ is defined (by WAM) as ‘a thing not known or specified’ and ‘anything’ as ‘a thing of whatever kind’. But although I’m in no position to judge the Japanese translations, there are reasons why I would want to check the spreadsheet before recommending the app. ‘Lady’ is defined as ‘polite word for a woman’; ‘missus’ is defined as ‘wife’; and ‘aye’ is defined as ‘yes’. All of these definitions are, at best, problematic; at worst, they are misleading. Are the Japanese translations more helpful? I wonder … Perhaps these are simply words that do not lend themselves to flashcard treatment?

Because I tested in to the app at C1 level, I was not able to evaluate the selection of words at lower levels. A pity. Instead, I was presented with words like ‘ablution’, ‘abrade’, ‘anode’, and ‘auspice’. The app claims to be suitable ‘for both second-language learners and native speakers’. For lower levels of the former, this may be true (but without looking at the lexical spreadsheets, I can’t tell). But for higher levels, however much fun this may be for some people, it seems unlikely that you’ll learn very much of any value. Outside of words in, say, the top 8000 frequency band, it is practically impossible to differentiate the ‘surrender value’ of words in any meaningful way. Deliberate learning of vocabulary only makes sense with high frequency words that you have a chance of encountering elsewhere. You’d be better off reading, extensively, rather than learning random words from an app. Words, which (for reasons I’ll come on to) you probably won’t actually learn anyway.

With very few exceptions, the learning objects in WAM are single words, rather than phrases, even when the item is of little or no value outside its use in a phrase. ‘Betide’ is defined as ‘to happen to; befall’ but this doesn’t tell a learner much that is useful. It’s practically only ever used following ‘woe’ (but what does ‘woe’ mean?!). Learning items can be checked in the ‘study guide’, which will show that ‘betide’ typically follows ‘woe’, but unless you choose to refer to the study guide (and there’s no reason, in a case like this, that you would know that you need to check things out more fully), you’ll be none the wiser. In other words, checking the study guide is unlikely to betide you. ‘Wee’, as another example, is treated as two items: (1) meaning ‘very small’ as in ‘wee baby’, and (2) meaning ‘very early in the morning’ as in ‘in the wee hours’. For the latter, ‘wee’ can only collocate with ‘in the’ and ‘hours’, so it makes little sense to present it as a single word. This is also an example of how, in some cases, different meanings of particular words are treated as separate learning objects, even when the two meanings are very close and, in my view, are hardly worth learning separately. Examples include ‘czar’ and ‘assonance’. Sometimes, cognates are treated as separate learning objects (e.g. ‘adulterate’ and ‘adulteration’ or ‘dolor’ and ‘dolorous’); with other words (e.g. ‘effulgence’), only one grammatical form appears to be given. I could not begin to figure out any rationale behind any of this.

All in all, then, there are reasons to be a little skeptical about some of the content. Up to level B2 – which, in my view, is the highest level at which it makes sense to use vocabulary flashcards – it may be of value, so long as your first language is Japanese. But given the claim that it can help you prepare for the ‘CEFR test’, I have to wonder …

The learning tasks require players to match target items to translations / definitions (in both directions), with the target item sometimes in written form, sometimes spoken. Users do not, as far as I can tell, ever have to produce the target item: they only have to select. The learning relies on spaced repetition, but there is no generative effect (known to enhance memorisation). When I was experimenting, there were a few words that I did not know, but I was usually able to get the correct answer by eliminating the distractors (a choice of one from three gives players a reasonable chance of guessing correctly). WAM does not teach users how to produce words; its focus is on receptive knowledge (of a limited kind). I learn, for example, what a word like ‘aye’ or ‘missus’ kind of means, but I learn nothing about how to use it appropriately. Contrary to the claims in WAM’s bumf (that ‘all senses and dimensions of each word are fully acquired’), reading and listening comprehension speeds may be improved, but appropriate and accurate use of these words in speaking and writing is much less likely to follow. Does WAM really ‘strengthen and expand the foundation levels of cognition that support all higher level thinking’, as is claimed?

Perhaps it’s unfair to mention some of the more dubious claims of WAM’s promotional material, but here is a small selection, anyway: ‘WAM unleashes the full potential of natural motivation’. ‘WAM promotes Flow by carefully managing the ratio of unknown words. Your mind moves freely in the channel below frustration and above boredom’.

WAM is certainly an interesting project, but, like all the vocabulary apps I have ever looked at, there have to be trade-offs between optimal task design and what will fit on a mobile screen, between freedoms and flexibility for the user and the requirements of gamified points systems, between the amount of linguistic information that is desirable and the amount that spaced repetition can deal with, between attempting to make the app suitable for the greatest number of potential users and making it especially appropriate for particular kinds of users. Design considerations are always a mix of the pedagogical and the practical / commercial. And, of course, the financial. And, like most edtech products, the claims for its efficacy need to be treated with a bucket of salt.

References

Dehghanzadeh, H., Fardanesh, H., Hatami, J., Talaee, E. & Noroozi, O. (2019) Using gamification to support learning English as a second language: a systematic review, Computer Assisted Language Learning, DOI: 10.1080/09588221.2019.1648298

Driver, P. (2012) The Irony of Gamification. In English Digital Magazine 3, British Council Portugal, pp. 21 – 24 http://digitaldebris.info/digital-debris/2011/12/31/the-irony-of-gamification-written-for-ied-magazine.html

Howard-Jones, P. & Jay, T. (2016) Reward, learning and games. Current Opinion in Behavioral Sciences, 10: 65 – 72

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

I’ve long felt that the greatest value of technology in language learning is to facilitate interaction between learners, rather than interaction between learners and software. I can’t claim any originality here. Twenty years ago, Kern and Warschauer (2000) described ‘the changing nature of computer use in language teaching’, away from ‘grammar and vocabulary tutorials, drill and practice programs’, towards computer-mediated communication (CMC). This change has even been described as a paradigm shift (Ciftci & Kocoglu, 2012: 62), although I suspect that the shift has affected approaches to research much more than it has actual practices.

However, there is one application of CMC that is probably at least as widespread in actual practice as it is in the research literature: online peer feedback. Online peer feedback on writing, especially in the development of academic writing skills in higher education, is certainly very common. To a much lesser extent, online peer feedback on speaking (e.g. in audio and video blogs) has also been explored (see, for example, Yeh et al., 2019 and Rodríguez-González & Castañeda, 2018).

Peer feedback

Interest in feedback has spread widely since the publication of Hattie and Timperley’s influential ‘The Power of Feedback’, which argued that ‘feedback is one of the most powerful influences on learning and achievement’ (Hattie & Timperley, 2007: 81). Peer feedback, in particular, has generated much optimism in the general educational literature as a formative practice (Double et al., 2019) because of its potential to:

  • ‘promote a sense of ownership, personal responsibility, and motivation,
  • reduce assessee anxiety and improve acceptance of negative feedback,
  • increase variety and interest, activity and interactivity, identification and bonding, self-confidence, and empathy for others’ (Topping, 1988: 256)
  • improve academic performance (Double et al., 2019).

In the literature on language learning, this enthusiasm is mirrored and peer feedback is generally recommended by both methodologists and researchers (Burkert & Wally, 2013). The reasons given, in addition to those listed above, include the following:

  • it can benefit both the receiver and the giver of feedback (Storch & Aldossary, 2019: 124),
  • it requires the givers of feedback to listen to or read attentively the language of their peers, and, in the process, may provide opportunities for them to make improvements in their own speaking and writing (Alshuraidah & Storch, 2019: 166–167,
  • it can facilitate a move away from a teacher centred classroom, and promote independent learning (and the skill of self-correction) as well as critical thinking (Hyland & Hyland, 2019: 7),
  • the target reader is an important consideration in any piece of writing (it is often specified in formal assessment tasks). Peer feedback may be especially helpful in developing the idea of what audience the writer is writing for (Nation, 2009: 139),
  • many learners are very receptive to peer feedback (Biber et al., 2011: 54),
  • it can reduce a teacher’s workload.

The theoretical arguments in support of peer feedback are supported to some extent by research. A recent meta-analysis found ‘an overall small to medium effect of peer assessment on academic performance’ (Double et al., 2019) in general educational settings. In language learning, ‘recent research has provided generally positive evidence to support the use of peer feedback in L2 writing classes’ (Yu & Lee, 2016: 467). However, ‘firm causal evidence is as yet unavailable’ (Yu & Lee, 2016: 466).

Online peer feedback

Taking peer feedback online would seem to offer a number of advantages over traditional face-to-face oral or written channels. These include:

  • a significant reduction of the logistical burden (Double et al.: 2019) because there are fewer constraints of time and place (Ho, 2015: 1),
  • the possibility (with many platforms) of monitoring students’ interactions more closely (DiGiovanni & Nagaswami, 2001: 268),
  • the encouragement of ‘greater and more equal member participation than face-to-face feedback’ (Yu & Lee, 2016: 469),
  • the possibility of reducing learners’ anxiety (which may be greater in face-to-face settings and / or when an immediate response to feedback is required) (Yeh et al.: 2019: 1).

Given these potential advantages, it is disappointing to find that a meta-analysis of peer assessment in general educational contexts did not find any significant difference between online and offline feedback (Double et al.:2019). Similarly, in language learning contexts, Yu & Lee (2016: 469) report that ‘there is inconclusive evidence about the impact of computer-mediated peer feedback on the quality of peer comments and text revisions’. The rest of this article is an exploration of possible reasons why online peer feedback is not more effective than it is.

The challenges of online peer feedback

Peer feedback is usually of greatest value when it focuses on the content and organization of what has been expressed. Learners, however, have a tendency to focus on formal accuracy, rather than on the communicative success (or otherwise) of their peers’ writing or speaking. Training can go a long way towards remedying this situation (Yu & Lee, 2016: 472 – 473): indeed, ‘the importance of properly training students to provide adequately useful peer comments cannot be over-emphasized’ (Bailey & Cassidy, 2018: 82). In addition, clearly organised rubrics to guide the feedback giver, such as those offered by feedback platforms like Peergrade, may also help to steer feedback in appropriate directions. There are, however, caveats which I will come on to.

A bigger problem occurs when the interaction which takes places when learners are supposedly engaged in peer feedback is completely off-task. In one analysis of students’ online discourse in two writing tasks, ‘meaning negotiation, error correction, and technical actions seldom occurred and […] social talk, task management, and content discussion predominated the chat’ (Liang, 2010: 45). One proposed solution to this is to grade peer comments: ‘reviewers will be more motivated to spend time in their peer review process if they know that their instructors will assess or even grade their comments’ (Choi, 2014: 225). Whilst this may sometimes be an effective strategy, the curtailment of social chat may actually create more problems than it solves, as we will see later.

Other challenges of peer feedback may be even less amenable to solutions. The most common problem concerns learners’ attitudes towards peer feedback: some learners are not receptive to feedback from their peers, preferring feedback from their teachers (Maas, 2017), and some learners may be reluctant to offer peer feedback for fear of giving offence. Attitudinal issues may derive from personal or cultural factors, or a combination of both. Whatever the cause, ‘interpersonal variables play a substantial role in determining the type and quality of peer assessment’ (Double et al., 2019). One proposed solution to this is to anonymise the peer feedback process, since it might be thought that this would lead to greater honesty and fewer concerns about loss of face. Research into this possibility, however, offers only very limited support: two studies out of three found little benefit of anonymity (Double et al., 2019). What is more, as with the curtailment of social chat, the practice must limit the development of the interpersonal relationship, and therefore positive pair / group dynamics (Liang, 2010: 45), that is necessary for effective collaborative work.

Towards solutions?

Online peer feedback is a form of computer-supported collaborative learning (CSCL), and it is to research in this broader field that I will now turn. The claim that CSCL ‘can facilitate group processes and group dynamics in ways that may not be achievable in face-to-face collaboration’ (Dooly, 2007: 64) is not contentious, but, in order for this to happen, a number of ‘motivational or affective perceptions are important preconditions’ (Chen et al., 2018: 801). Collaborative learning presupposes a collaborative pattern of peer interaction, as opposed to expert-novice, dominant- dominant, dominant-passive, or passive-passive patterns (Yu & Lee, 2016: 475).

Simply putting students together into pairs or groups does not guarantee collaboration. Collaboration is less likely to take place when instructional management focusses primarily on cognitive processes, and ‘socio-emotional processes are ignored, neglected or forgotten […] Social interaction is equally important for affiliation, impression formation, building social relationships and, ultimately, the development of a healthy community of learning’ (Kreijns et al., 2003: 336, 348 – 9). This can happen in all contexts, but in online environments, the problem becomes ‘more salient and critical’ (Kreijns et al., 2003: 336). This is why the curtailment of social chat, the grading of peer comments, and the provision of tight rubrics may be problematic.

There is no ‘single learning tool or strategy’ that can be deployed to address the challenges of online peer feedback and CSCL more generally (Chen et al., 2018: 833). In some cases, for personal or cultural reasons, peer feedback may simply not be a sensible option. In others, where effective online peer feedback is a reasonable target, the instructional approach must find ways to train students in the specifics of giving feedback on a peer’s work, to promote mutual support, to show how to work effectively with others, and to develop the language skills needed to do this (assuming that the target language is the language that will be used in the feedback).

So, what can we learn from looking at online peer feedback? I think it’s the same old answer: technology may confer a certain number of potential advantages, but, unfortunately, it cannot provide a ‘solution’ to complex learning issues.

 

Note: Some parts of this article first appeared in Kerr, P. (2020). Giving feedback to language learners. Part of the Cambridge Papers in ELT Series. Cambridge: Cambridge University Press. Available at: https://www.cambridge.org/gb/files/4415/8594/0876/Giving_Feedback_minipaper_ONLINE.pdf

 

References

Alshuraidah, A. and Storch, N. (2019). Investigating a collaborative approach to feedback. ELT Journal, 73 (2), pp. 166–174

Bailey, D. and Cassidy, R. (2018). Online Peer Feedback Tasks: Training for Improved L2 Writing Proficiency, Anxiety Reduction, and Language Learning Strategies. CALL-EJ, 20(2), pp. 70-88

Biber, D., Nekrasova, T., and Horn, B. (2011). The Effectiveness of Feedback for L1-English and L2-Writing Development: A Meta-Analysis, TOEFL iBT RR-11-05. Princeton: Educational Testing Service. Available at: https://www.ets.org/Media/Research/pdf/RR-11-05.pdf

Burkert, A. and Wally, J. (2013). Peer-reviewing in a collaborative teaching and learning environment. In Reitbauer, M., Campbell, N., Mercer, S., Schumm Fauster, J. and Vaupetitsch, R. (Eds.) Feedback Matters. Frankfurt am Main: Peter Lang, pp. 69–85

Chen, J., Wang, M., Kirschner, P.A. and Tsai, C.C. (2018). The role of collaboration, computer use, learning environments, and supporting strategies in CSCL: A meta-analysis. Review of Educational Research, 88 (6) (2018), pp. 799-843

Choi, J. (2014). Online Peer Discourse in a Writing Classroom. International Journal of Teaching and Learning in Higher Education, 26 (2): pp. 217 – 231

Ciftci, H. and Kocoglu, Z. (2012). Effects of Peer E-Feedback on Turkish EFL Students’ Writing Performance. Journal of Educational Computing Research, 46 (1), pp. 61 – 84

DiGiovanni, E. and Nagaswami. G. (2001). Online peer review: an alternative to face-to-face? ELT Journal 55 (3), pp. 263 – 272

Dooly, M. (2007). Joining forces: Promoting metalinguistic awareness through computer-supported collaborative learning. Language Awareness, 16 (1), pp. 57-74

Double, K.S., McGrane, J.A. and Hopfenbeck, T.N. (2019). The Impact of Peer Assessment on Academic Performance: A Meta-analysis of Control Group Studies. Educational Psychology Review (2019)

Hattie, J. and Timperley, H. (2007). The Power of Feedback. Review of Educational Research, 77(1), pp. 81–112

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