With the new year, it’s time to reflect, plan, and show gratitude. Last year, my blog and Twitter accounts attracted more followers. Both now have 1K+ followers. It’s been a slow and steady increase, as I’ve engaged with educators worldwide since 2010 on Twitter, WordPress, and other social media tools. It’s not about quantity for me but quality. I want to thank you for your comments and positive responses!
New Academic Blog: I invite you to read my guest blogs on the new AACE Review. AACE stands for the Association for the Advancement of Computing in Education. I’ve been involved with this organization since 2014. They host several teacher/IT conferences such as the Society for Information Technology and Teacher Education (SITE). My first blog was on grit and learning. This month, I’ve written one defining computer-assisted language learning (CALL) and sharing media selection criteria for CALL from researchers (forthcoming). For next month, I’m preparing interview questions for a CEO about a new speech recognition API.
Tech Tip: As for new tips, I’m using Grammarly for the first time and loving the free version. I have the Chrome extension. The application checks your grammar and spelling in all writing situations including emails, blogs, and learning management systems. Grammarly sent me a report on my usage that was very insightful. This is a great way to check your past work, too. I work as an instructional designer at my College. No one generally checks my writing unless I ask, so I’m going through all of my online content. I’m doing the same for my personal blog and website! And yes, it would be a great tool for students to use.
As a computer-assisted language learning (CALL) budding researcher, I selected EverQuestII(EQ2) for my second language acquisition (SLA) research study based on a previous study and similar gaming literature. Little did I know how much reading and advanced vocabulary was involved in this game—vocabulary that you need to know in order to advance to the next level. Reading fiction is a good way to improve your vocabulary. Reading while immersed in the context is even better for the language learner!
EQ2 is in the game genre of massive multiplayer online role-playing games (MMORPGs). Scholars like Millard (2002) believe that modern technologies can improve literacy. I’m using EQ2 combined with SLA strategies as an after school intervention with English language learners’ to see if it will improve their grammar, reading, and vocabulary.
Chapelle (2001) developed criteria for CALL media selection that included language learning potential, learner fit, meaning focus, authenticity, positive feedback, and practicality. Other SLA researchers have used it to vet video game selection for their research (Miller and Hegelheimer, 2006). This criteria is a great way for me to share how impressed I am as an ESL educator with EQ2 as a medium for informal learning. Here are my initial understandings of the fit with the CALL criteria proposed by Chapelle: (albeit brief…)
Language Learning Potential: Text-based and/or live chats with native English speakers; written support of all communication in chat logs and speech bubbles; scaffolded introduction to each player’s role; and environment, animation and audible alerts enhance understanding
Learner Fit: Current literature indicates promise for gaming for educational purposes; EQ2 is rated T for Teen (ESRB, 2016) for a more approachable theme; and participants are university students who are familiar with online gaming
Meaning Focus: Role-play takes on meaning of several narratives on various kingdoms; and encounters provide salutations, skirmishes, and humor,
Authenticity: 5000 creatures to encounter on 8000 quests for situated learning encounters with non-playing characters and gamers; capability to build your own virtual identity; and possibility of failure
Positive Feedback: Level-up announcements; tokens for continuance in gameplay; game currency for quest completion; and rewards for being courageous, etc.
Practicality: Free up to 91 levels of play; online for ease of access anytime; and tutorials available in-game and on YouTube; and user-friendly tips and error messages.
Drawbacks include the need to have sufficient computer graphic card, hard drive storage space, and the support of a “gaming coach” for those first-time gamers. I realize that EQ2 is no longer the most sophisticated or popular game since its heyday was around 2011. Actually, this is why I selected this video game for my research study—so that participants will likely not be familiar with it.
Millard, E. (2002). Boys and the Blackstuff. National Association of for the Teaching of English (NATE) Newsletter, 16, January.
Chapelle, C. A. (2001). Computer applications in second language acquisition: Foundations for teaching, testing, and research. Cambridge, MA: Cambridge University Press.
Miller, M., & Hegelheimer, V. (2006). The Sims meet ESL: Incorporating authentic computer simulation games into the language classroom. International Journal of Interactive Technology and Smart Education, 3(4), 311–328.
Trace Effects is an educational 3-D multimedia interactive video game that can be played individually off-line from a DVD or online individually or with a group. There’s also a complimentary mobile app called Trace Word Soup, which is a vocabulary game. Trace Effects was designed for English language learners (ELLs) ages 12-16 by the United States Department of State (DOS), Bureau of Educational and Cultural Affairs.
What does it teach?
The game teaches American English and culture in the context of a student entering a university setting for the first time. For example, Trace, the main character, navigates the campus in search of the student information center to obtain his student identification card in order to access certain buildings and ultimately progress to the next level of play. This game (and all of its supporting material) is part of an outreach program of the Office of English Language Programs and the American English resource center, which supports the efforts of the Regional English Language Officers (RELOs) worldwide. RELOs work directly with English language specialists to promote American culture and English language learning activities in public and private schools abroad.
What learning principles and practices is it based on?
I was able to interview key stakeholders about the game’s program theory. Based on their comments and my review of the game and existing documents, I concluded that Trace Effects is based on the following major concepts: cognitivism, constructivism, the communicative approach to language acquisition, the Teachers of English to Speakers of Other Languages (TESOL) Technology Standards Framework, and gaming as an instructional strategy. Moreover, the DOS’s vision (pillars) factor into the game. The following DOS pillars are embedded in the levels/lessons of the game: entrepreneurship, community activism, empowering women, science and innovation, environmental conservation, and conflict resolution.
Who is the target audience?
The game was designed specifically for secondary school students in various nations who are involved in the English Access Micro-scholarship Program. This is one of the State Department’s outreach efforts to provide English language skills to talented 13-20 year-olds from economically disadvantaged sectors of the world through after school classes. The purpose is to provide an opportunity for participants to improve their English skills to increase their chances of better employment and/or entrance into post-secondary schools. For example, Access participants may compete for, and participate in, future exchanges and study in the United States.
How will one know if users improved their English language ability and/or learned about American culture by using the game?
In the Trace Effects’ teacher manual, teachers are encouraged to assess students before and after so many hours of playtime (pretest/posttest). There are numerous extension activities in the teacher’s manual to assess learning (alternative assessments). For example, the student worksheets associated with each chapter allow teachers to monitor student learning. Students can monitor their own learning through the passive game feedback of points, redirects, and level achievement (self-regulation). Students share their progress on an electronic log with their teacher. There are competitions held worldwide for the record of highest scorer. Stakeholders reported that educators could conduct action research to compare a control group that does not play the game with that of the treatment group that does. Another idea is using think-alouds for qualitative research—taking notes on what students report on while playing the game (phenomenology).
How can I access this game for my students?
Visit the US DOS website to play the game and download the manual. If you teach English abroad, contact your local RELO for access to the Trace Effects DVD and supporting material to use in your classroom. Click here to learn how to download the Trace Word Soup app.
To learn about the program theory behind the game, see my logic model of Trace Effects.
P.S. A special thanks to the US DOS Office of English Language Programs for the use of this image.
Rogers, S. (2014). Program Theory Logic Model of Trace Effects Video Game. In Proceedings of World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2014 (pp. 1662-1674). Chesapeake, VA: AACE.
“The more radical the person is, the more fully he or she enters into reality so that, knowing it better, he or she can transform it. This individual is not afraid to confront, to listen, to see the world unveiled.― Paulo Freire