Foreign Language Tandem Learning in Social VR

Author:

Ahlers Timo1ORCID,Bumann Cassandra2,Kölle Ralph2,Lazović Milica3

Affiliation:

1. 26583 Universität Potsdam , Potsdam , Germany

2. 26557 Universität Hildesheim , Hildesheim , Germany

3. 9377 Philipps-Universität Marburg , Marburg , Germany

Abstract

Abstract Hololingo! is a social virtual reality app for real-time immersive distance learning of German as a Foreign Language (GFL). The acquisition of discoursive oral language skills for applied authentic contexts is challenging for group-based classroom settings and is often outsourced to autonomous analogue tandem learning. We operationalise a Digital Game-Based Language Learning (DGBLL) approach for distance learning, which relieves tandems from overstraining autonomy and self-guidance. Hololingo! supports tandems in their learning activities by providing entertaining communicative, collaborative, and didactically designed team tasks. These are embedded in a narrative adventure, target linguistic phenomena, and support the holistic acquisition of oral discourse competencies and fluency. The combination of the tandem principle, immersive Social VR gamification, barrier-free access to a global pool of expert/native speakers, and a curricular connection through task selection facilitates language learning and provides transcultural contacts. App development follows a Design-Based-Research cycle of conception, implementation, and evaluation. The results of a qualitative discourse analysis of the learning interaction are discussed with regard to tandem role behaviour, the relation between task design and communication as well as affective and creative behaviour.

Funder

Stifterverband

Publisher

Walter de Gruyter GmbH

Subject

Computer Networks and Communications,Human-Computer Interaction,Communication,Business, Management and Accounting (miscellaneous),Information Systems,Social Psychology

Reference26 articles.

1. Ahlers, T., Bumann, C., Kölle, R., & Lazović, M. (2021). Hololingo! – A Game-Based Social Virtual Reality Application for Foreign Language Tandem Learning. In: Kienle, A., Harrer, A., Haake, J. M., & Lingnau, A. (Eds.): Die 19. Fachtagung Bildungstechnologien der Gesellschaft für Informatik, Lecture Notes in Informatics (LNI), Gesellschaft für Informatik, Bonn, 37–48.

2. Ahlers, T., Lazović, M., Schweiger, K., & Senkbeil, K. (2020). Tandemlernen in Social-Virtual-Reality: Immersiv-spielebasierter DaF-Erwerb von mündlichen Sprachkompetenzen. Zeitschrift für Interkulturellen Fremdsprachenunterricht, 25(2), pp. 237–269.

3. Ahlers, T. & Siegert, G. (2019). Sprachimmersion im Wohnzimmer: Interaktion, Grounding und Embodiment im DaF-Erwerb mittels Social-VR. In Philipp, H., Weber, B., & Wellner, J. (Eds.), Kosovarisch-rumänische Begegnung. Beiträge zur deutschen Sprache in und aus Südosteuropa (FzDiMOS 8) (pp. 94–117). Regensburg, Germany: Universität Regensburg.

4. Ahlers, T. (2018). Varietäten und ihr Kontakt enaktiv: Syntaktische Perzeptions- und Produktionsprozesse bei deutschsprachigen Zuwanderern in Österreich am Beispiel doppelter Relativsatzanschlüsse. PhD dissertation. Vienna, Austria: University of Vienna.

5. Anderson, L. & Krathwohl, D. (2014). A taxonomy for learning, teaching and assessing: A revision of Bloom’s Taxonomy of Educational Objectives. Edinburgh, UK: Pearson Education Limited.

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