Agency Construction Through Agentic Learning via Mobile Technology PROCEEDINGS
Yang Liu, Dongping Zheng, University of Hawaii at Manoa, United States ; Daniel Holden, Department of Second Language Studies, United States ; Peiyu Wang, Renmin University of China, China
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, in Kona, Hawaii, United States Publisher: Association for the Advancement of Computing in Education (AACE), Chesapeake, VA
This paper delineates the relationship between play, language learning, and agency through mobile-assisted gameplay. Following Thibault (2004), play involves a de-location of activities from their original context, and a relocation of these activities into a new context; and Hutchins’ (1995) distributed view on learning as reorganization of activities in different contexts, we examine how mobile game provide affordances for learners’ construction of agency. Video data are stemmed from a place-based learning project designed for broadening diversity and language learners’ participation in communities. Adopting techniques of Conversation Analysis (Schegloff, 2007) and multimodal analysis (Baldry and Thibault, 2006), we identified the process of learning, deploying artifacts to locate meaning and realize values that matter to them, the group members and the social surroundings. We therefore, call to rethink language learning in the light of mobility, mobile devices, and agentic learning.
Liu, Y., Zheng, D., Holden, D. & Wang, P. (2015). Agency Construction Through Agentic Learning via Mobile Technology. In Proceedings of E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 1520-1523). Kona, Hawaii, United States: Association for the Advancement of Computing in Education (AACE). Retrieved October 22, 2018 from https://www.learntechlib.org/primary/p/161823/.
© 2015 Association for the Advancement of Computing in Education (AACE)
- Baldry, A., & Thibault, P.J. (2006). Multimodal transcription and text analysis: A multimedia toolkit and coursebook. London/Oakville: Equinox.
- Billett, S., & Pavlova, M. (2005). Learning through working life: Self and individuals’ agentic action. International Journal of Lifelong Education, 24(3), 195-211.
- Hodges, B.H., & Baron, R.M. (1992). Values as constraints on affordances: Perceiving and acting properly. Journal for the Theory of Social Behaviour,22(3), 263-294.
- Hodges, B.H. (2007). Values define fields: The intentional dynamics of driving, carrying, leading, negotiating, and conversing. Ecological psychology, 19(2), 153-178.
- Hodges, B. (2009). Ecological pragmatics: Values, dialogical arrays, complexity, and caring. Pragmatics& Cognition, 17(3), 628-652.
- Holden, C.L., & Sykes, J.M. (2012). Leveraging mobile games for place-based language learning. Developments in Current Game-Based Learning Design and Deployment, 27.
- Hutchins, E. (1995). Cognition in the Wild. MIT press.
- Linell, P. (2009). Rethinking language, mind, and world dialogically: Interactional and contextual theories of human sense-making. IAP.
- Maturana, H.R. (1988). Reality: The search for objectivity or the quest for a compelling argument. The Irish journal of psychology, 9(1), 25-82.
- Newgarden, K., Zheng, D., & Liu, M. (2015). An eco-dialogical study of second language learners' World of Warcraft (WoW) gameplay. Language Sciences, 48, 22-41.
- Schegloff, E.A. (2007). Sequence organization in interaction: Volume 1: A primer in conversation analysis (Vol. 1). Cambridge University Press. Squire, K., 2008. Open-ended videogames: a model for developing learning for the interactive age. The ecology of games: connecting youth, games, and learning. In: Salen, K. (Ed.), The John D. And Catherine T. MacArthur Foundation Series on Digital Media and Learning. The MIT Press, Cambridge, MA, pp. 167–198, P.
- 2008.Thibault, P.J. (2011). First-order languaging dynamics and second-order language: the distributed language view. Ecological Psychology, 23(3), 210-245.
- Thibault, P. (2004). Agency and consciousness in discourse: Self-other dynamics as a complex system. A & C Black. Van Lier, L. (Ed.). (2004). The ecology and semiotics of language learning: A sociocultural perspective (Vol. 3). Springer Science& Business Media. Wong et al (2011). Improving the scaffolds of a mobile-assisted Chinese character forming game via a design-based research cycle. Computers in Human Behavior, 27(5), 1783-1793.
- Zheng, D., Newgarden, K., & Young, M.F. (2012). Multimodal analysis of language learning in World of Warcraft play: Languaging as Values-realizing.ReCALL, 24(03), 339-360.
These references have been extracted automatically and may have some errors. If you see a mistake in the references above, please contact email@example.com.