Gamified Mobile Collaborative Location-Based Language Learning

As design-based research, this study describes the development and analysis of two location-based augmented reality (AR) serious learning games (SLG) for French second language (FL2) learning. Explorez and VdeUVic are collaborative quest-based SLGs. At different locations on campus, players interact...

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Main Author: Bernadette Perry
Format: Article
Language:English
Published: Frontiers Media S.A. 2021-07-01
Series:Frontiers in Education
Subjects:
Online Access:https://www.frontiersin.org/articles/10.3389/feduc.2021.689599/full
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spelling doaj-145cdf8d5eb14e2a9c4660ac5bd808532021-07-22T10:34:39ZengFrontiers Media S.A.Frontiers in Education2504-284X2021-07-01610.3389/feduc.2021.689599689599Gamified Mobile Collaborative Location-Based Language LearningBernadette PerryAs design-based research, this study describes the development and analysis of two location-based augmented reality (AR) serious learning games (SLG) for French second language (FL2) learning. Explorez and VdeUVic are collaborative quest-based SLGs. At different locations on campus, players interact with characters that give them quests including clues or options to further the storyline. These interactions take place in the form of either written text, or audio and video recordings, encouraging students to develop language skills both written and oral. Students choose their own learning path and advance at their own pace. Three cohorts of FL2 university students play-tested the games, with 58 of the 77 students choosing to participate in the study. The design-based research framework for the development of the game iterations and subsequent testing was an iterative process with each stage producing output that became input for the next stage. The evaluation of the AR language tools was implemented by means of a mixed-method case study, collecting data of both a qualitative and quantitative nature, through pre and post-play questionnaires, interviews, and video recordings of student gameplay interactions for analysis. Informed by situated cognition, one of the goals was to provide a contextual and immersive learning experience. Additionally, this research drew on sociocultural theory and the social nature of language learning, emphasizing learner interactions as a principal learning force. This research examined the learners’ perceptions of their learning experience, as well as the ways in which students collaborated to complete the tasks. Employing a situative approach framework informed by social regulation and content processing, student learning patterns were examined. Distinct types of learner interactions amongst teams during gameplay were shown. Patterns in the emergence of learners’ high-level co-regulation during collaborative learning are indicated in the findings. Key elements for the development and implementation of location-based serious games to foster collaborative learning are highlighted.https://www.frontiersin.org/articles/10.3389/feduc.2021.689599/fullcollaborative learninglocation-based gameslanguage learningaugmented realitygame-based learningserious games
collection DOAJ
language English
format Article
sources DOAJ
author Bernadette Perry
spellingShingle Bernadette Perry
Gamified Mobile Collaborative Location-Based Language Learning
Frontiers in Education
collaborative learning
location-based games
language learning
augmented reality
game-based learning
serious games
author_facet Bernadette Perry
author_sort Bernadette Perry
title Gamified Mobile Collaborative Location-Based Language Learning
title_short Gamified Mobile Collaborative Location-Based Language Learning
title_full Gamified Mobile Collaborative Location-Based Language Learning
title_fullStr Gamified Mobile Collaborative Location-Based Language Learning
title_full_unstemmed Gamified Mobile Collaborative Location-Based Language Learning
title_sort gamified mobile collaborative location-based language learning
publisher Frontiers Media S.A.
series Frontiers in Education
issn 2504-284X
publishDate 2021-07-01
description As design-based research, this study describes the development and analysis of two location-based augmented reality (AR) serious learning games (SLG) for French second language (FL2) learning. Explorez and VdeUVic are collaborative quest-based SLGs. At different locations on campus, players interact with characters that give them quests including clues or options to further the storyline. These interactions take place in the form of either written text, or audio and video recordings, encouraging students to develop language skills both written and oral. Students choose their own learning path and advance at their own pace. Three cohorts of FL2 university students play-tested the games, with 58 of the 77 students choosing to participate in the study. The design-based research framework for the development of the game iterations and subsequent testing was an iterative process with each stage producing output that became input for the next stage. The evaluation of the AR language tools was implemented by means of a mixed-method case study, collecting data of both a qualitative and quantitative nature, through pre and post-play questionnaires, interviews, and video recordings of student gameplay interactions for analysis. Informed by situated cognition, one of the goals was to provide a contextual and immersive learning experience. Additionally, this research drew on sociocultural theory and the social nature of language learning, emphasizing learner interactions as a principal learning force. This research examined the learners’ perceptions of their learning experience, as well as the ways in which students collaborated to complete the tasks. Employing a situative approach framework informed by social regulation and content processing, student learning patterns were examined. Distinct types of learner interactions amongst teams during gameplay were shown. Patterns in the emergence of learners’ high-level co-regulation during collaborative learning are indicated in the findings. Key elements for the development and implementation of location-based serious games to foster collaborative learning are highlighted.
topic collaborative learning
location-based games
language learning
augmented reality
game-based learning
serious games
url https://www.frontiersin.org/articles/10.3389/feduc.2021.689599/full
work_keys_str_mv AT bernadetteperry gamifiedmobilecollaborativelocationbasedlanguagelearning
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