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Digital semiospheres and L2 development:
                        Cases and issues

Pusak-Otto Lecture Series
University of Iowa
October 5, 2012



                                                             Steven L. Thorne
                             Department of World Languages and Literatures
                                                      Portland State University
                                                                              &
                     Department of Applied Linguistics, University of Groningen
                                                   + the 503 Design Collective
Talking points

• Digital demographics and semiopheres
• Phenomenological primacy of 1st order languaging;
  affordances & constraints of 2nd order language
• Approaches to (potentially) ameliorating conditions of
  possibility for language development
  1. Language use and development through pedagogical
     mediation: Intercultural online exchanges and DDL
      •   Unicollaboration.eu – supporting L2 online exchanges
   2. The semiotic ecology and linguistic complexity of an
      online game world
   3. Engineering interactivity: Design of a place-based
      plurilingual augmented reality experience (!)
• Semiotic agility and next steps
Part 1: Digital demographics
           & language use



Thorne, S. L., Black, R. W., & Sykes, J. (2009). Second language use, socialization,
and learning in Internet interest communities and online games. Modern Language
Journal, 93: 802-821.

Thorne, S. L. (2008). Computer-mediated communication. In N. Hornberger & N. Van
Duesen-Scholl (eds.), Encyclopedia of language and education, Volume 4: Second
and foreign language education (p. 325-336). Springer/Kluwer.

Thorne, S. L., & Payne, J. S. (2005). Evolutionary trajectories, Internet-mediated
expression, and language education. CALICO Journal 22(3): 371-397.
French

Spanish
Spanish

Spanish

French

Italian

Spanish

Spanish

English
Portug.
Spanish
French
Spanish
French
Spanish
Chinese
Big context & emerging environments

• 2.1 billion Internet users world wide (2012 est.)
• 156 million accounts on Runescape (10m month)
• 14 + million played World of Warcraft at peak
• Approaching 1 billion on facebook, 800m visits per
  month, 400m users visit daily
• 200+ million twitter accounts
• Users of social media ―curate‖ online personas (Clive
    Thompson, NY Times, 2008)
• Technology use starts early!!
Allure of the digital wilds
• Mediated communication is not a proxy or practice
  environment, it‘s the real thing
• In some cases, how to carry out mediated communication
  should be the goal of educational practice (chat, gaming,
  txting, …)
• L2 education as inclusive of the broader semiotic ecology
  of everyday life – living langauge!
• Extending the event horizon of instructed L2 education 
  plurilinguality of media
What is language development in the wild?
• Language complex and adaptive – moving target! (5 Graces,
  2009; de Bot et al, 2007; Ellis & Larsen-Freeman, 2006)
• Patterns: Learning occurs through repeated exposure to input;
  pattern recognition/construction learning (e.g., N. Ellis, 2009)
• Associations: Language learning = complex associations
  between speech/writing and meaningful contexts/activity
  types/concepts/emotions/pragmatic functions …
• Environments: Social environment pivotal to development –
  language learning at the nexus of joint attention, intension-
  reading, and cultural learning (Tomasello, 2003)
• Experience: Hopper (1998) describes language repertoires as
  a ―loose confederation of available and overlapping social
  experiences‖, further noting that ―children do not learn
  sentences but rather adapt their behavior to increasingly
  complex surroundings.‖
1st order languaging & 2nd order language
• DLG-inspired reconceptualizations of language, cognition, and
  human sense-making (e.g., Cowley, 2009; Love, 2004;
  Hodges, 2009; Steffensen, 2009)
• ―linguistic activity and the biological processes that subtend this
  emergence are entrained and … constrained by higher order
  social meaning-making practices, discourse genres, and
  conventions [higher-scalar ecosocial relations]‖ (Thibault, 2000:
  291) [see Maturana, 1978; Becker, 1988]
• First order languaging happens in real time, is immediate, but
  also embedded
• Second order language happens in space (or is temporally,
  and often also spatially, displaced)
• Second order patterns, evolving across longer time scales,
  constrain first-order realtime dynamics
Design approaches: 3 tiers?
• Issue for L2 development – we live in a 1st order reality --
  ―nothing happens non-locally‖ (Pennycook, 2010: 55)
• Adaptive L2 pedagogical process 
   • Acknowledge the primacy & situatedness of 1st order
     languaging -- a distributed phenomenology of interactivity
   • Ascertain appropriate 2nd order language resources
     (including discrete morphosyntactic
     realizations/strings/pragmatic formulations!)
   • 3rd or tertiary order constructs: Create awareness of
     situation transcending patterns (2nd order constructs) to
     pedagogically scaffold 1st order interactivity
Internet-mediated intercultural
 foreign language education

         O‘Dowd, R. (ed.) (2007) Online intercultural exchange: an
         introduction for foreign language teachers. Clevedon:
         Multilingual Matters.

         Helm, F., & Guth, S. (eds.), Telecollaboration 2.0 for
         language and intercultural learning (pp. 139-164). Bern:
         Peter Lang.

         Thorne, S. L. (2010). The ‗intercultural turn‘ and language
         learning in the crucible of new media. In F. Helm & S.
         Guth (eds.), Telecollaboration 2.0 for Language and
         Intercultural Learning (pp. 139-164). Bern: Peter Lang.

         Thorne, S. L. (2003). Artifacts and cultures-of-use in
         intercultural communication. Language Learning &
         Technology, 7 (2), 38-67.
Empirical Study 1

  Language learners as knowledge producers:
          German Modal Particles
                      &
         Data driven learning (DDL)

Nina Vyatkina, University of Kansas

Vyatkina, N. (2007). Development of second language pragmatic
competence: The data-driven teaching of German modal particles
based on a learner corpus. Unpublished dissertation, Pennsylvania
State University.
Online intercultural exchanges

• Mark Twain: ―I was greatly discouraged …‖
• The use of internet communication tools to support dialogue,
  debate, collaborative research, and social interaction between
  internationally dispersed groups of learners
• From ―communicative competence‖ to ―intercultural
  competence‖
• Cost-efficient access to expert speakers – virtual mobility
• Embeds FLL in development of meaningful relationships
• New linguistic repertoires afforded by interpersonal mediation
  (e.g., Belz & Kinginger, 2003; Thorne, 2003)
Teaching Modal Particles: Vyatkina 2007

• well, you know, like, kind of, so, really, maybe, right?
• Modal particles = uninflected smallwords which serve to
  express the position of the speaker on what is being said

THE PROBLEMS
• Absence of a direct counterpart in English (translated by
  tag questions, intonation, omitted)
• Rampant polysemy and strongly context-bound meaning
• Absence of an informal ―particle-friendly climate‖ in
  traditional language classrooms
• Overly formal treatment in textbooks
   • Sentence-based rather than utterance-based
     [interactive]
Participants




American and German students discussing intercultural
  topics in German and in English using email and chat
  during 8 semester weeks (Fall 2005)
German Modal Particles
• Ja, denn, doch, mal, aber
• German modal particles: indeclinable ―smallwords‖ -- high
  frequency in oral discourse
• ‗The German listener expects a particle. If it is absent, the
  sentence acquires a specific stylistic value: without a
  particle it sounds choppy, harsh, unfriendly, its utterance
  is apodictic, abrupt, blatantly noncommittal.‘ (Weydt, 1969)
Pedagogical intervention


                                                 • Classroom intracultural
       QUAN & QUAL         Data-driven             sessions: explicit
         analysis           instruction
                                                   instruction based on the
                                                   data produced by the
                                                   participants in
CMC practice                      CMC practice   • Internet-mediated
                                                   intercultural sessions:
                                                   practice in language
                       QUAN & QUAL                 use using CMC with
        Data-driven      analysis
         instruction                               native speakers
Awareness-raising exercise 1
    Questions adopted in part from Möllering and Nunan (1995)



•       In this excerpt from chat with our German partners, what
        lexical category (part of speech) do the words ja, mal, aber
        belong to?
•       Can you list other words belonging to this category?
•       What functions do these words have in the examples from
        your partners‘ writing?
•       Which of these words have you ever used (in this course or
        earlier) in the same functions?

    •      Soren: Wann kommst Du mal nach Deutschland?
    •      Jeremy: Hoffentlich komme ich der Fruhling 2007.
    •      Soren: Oh das dauert aber noch
    •      Soren: Das ist ja noch über ein Jahr
    •      Soren: Naja, vielleicht schaffst Du es ja dann mal bei mir vorbei
           zu kommen.
Awareness-raising exercise 2
    Questions adopted in part from Möllering (2004)



•    Consider the following concordance lines with the modal
     particle MAL from your partners‘ writing and answer the
     questions:
     • Underline all the finite verbs in the clauses containing
        MAL. Do you see any patterns?
     • What sentence types do the examples contain –
        declaratives, exclamatives, commands, questions?
Relative frequency:
        modality/intervention effect

  15

  12

   9
                                                         Amer
   6                                                     Ger

   3

   0
       chat/pre*   email/pre*   chat/post   email/post

* Statistically significant difference in mean relative frequencies (no.
   MPs/1000 German words), p<.05
MP Dispersion in the corpus

Learners:
1. ja
2. denn
3. doch
4. Mal


NSs:
1. ja
2. denn
3. doch
4. mal
MP use by NSs and learners
                (absolute numbers)


Stages         NSs   Learners:       Learners:
                     Accurate use    Inaccurate use
Pre-Interv.    89    3               0
(4 weeks)
Interv. W1           7               2

Interv. W2           6               0

Interv. W3           27              3

Post-Int. W4         22              1

Total          80    65              6
Post-Interv.
Pedagogical Issues for DDL

• DDL – Learning to learn language by picking out
  patterns (Saffron et al., 1996), but with help
• Suggestion: DDL in close affinity with pedagogical
  mediation (input enhancement, salience cues, concept-
  based approaches to grammar)
• Authentic/engaging + pedagogical mediation =
  ‗Mediated authenticity‘
Join us @ unicollaboration.eu!
L2 learning in massively multiplayer games




• Thorne, S. L., & Fischer, I. (2012). Online Gaming as Sociable Media. ALSIC:
  Apprentissage de Langues et Systemes d’Information et de Communication.
• Thorne, S. L., Cornillie, F., & Desmet, P. (eds.) (2012). Digital Games for Language
  Learning: Challenges and Opportunities. ReCALL Journal, 24(3).
• Thorne, S. L. (2012). Gaming Writing: Supervernaculars, Stylization, and Semiotic
  Remediation. In G. Kessler, A. Oskoz, & I. Elola, (Eds.), Technology Across Writing
  Contexts and Tasks (pp. 297–316). CALICO Monograph: San Marcos, Texas.
Empirical Study 2
Core tenets of second language development

• All theories of adult L2 development acknowledge the
  importance of meaningful communicative engagement
  and exposure to adequate volumes of the L2
• Quality of the linguistic environment is a primary driver of
  language development
• Distributions, frequencies, functions, and forms, and their
  salience, affects developmental rates and outcomes (e.g.,
  Ellis & Collins, 2009; Ellis & Ferreira-Junior, 2009)
Empirically assessing an MMO:
World of Warcraft
• What do players actually do in MMOs like WoW?
• What, if any, game-external semiosis do they read and/or
  author?
• What is the linguistic complexity of high frequency WoW
  associated texts?
Assessing linguistic complexity
Thorne, Fischer, & Lu (2012): ‗Ling ecology online game world‘ ReCALL



 • Survey: 64 WoW players
     • Dutch (N=32, 16 females, 16 males) (Age M=26.6,
       SD=8.9)
     • Americans (N=32, 11 females, 21 males) (M=33.1,
       SD=9.2)
 • Surveys were publically posted on WoW-related
   sites, distributed through authors‘ social networks,
   and redistributed by initial respondents
 • Demographics, play style, communication tool
   preferences, languages actively used, languages
   exposed to, use of external websites
Play experience

          How long have you been playing WoW

   50%

   40%

   30%

   20%                                         Dutch
                                               Americans
   10%

    0%
          1-5      1-2       5-6
         months   years     years
Frequency of play

                      How often do you play

    60%
    50%

    40%

    30%
                                                       Dutch
    20%
                                                       Americans
    10%

    0%
          less than 1-3 times a1-3 times a 4 times a
            once a     month      week      week or
            month                             more
Duration of play episodes
             How many hours at a time do you play

     60%

     50%

     40%

     30%
                                                       Dutch
     20%
                                                       Americans
     10%

      0%
           less than 1-2 ours 3-4      5-6     more
             1 hour           hours   hours   than 6
                                               hours
Playing together, alone, or mixed




    Dutch =               American =
    81% together          69% together
    13% mixed             6% mixed
    6% alone              25% alone
Languages actively used by players
Assessing linguistic complexity

• Readability: Coleman-Liau Index (CLI): word character
  count and sentence length
• Lexical sophistication (LS): ratio of sophisticated lexical
  word types divided by the number of lexical word types
• Mean segmental type-token ratio (MSTTR): measures
  lexical diversity as a function of type-token ratio per 50
  word sample
• * Developmental Level Scale (D-Level): measures
  syntactic and structural complexity
D-Level Linguistic Complexity Scale: Covington et al (2006)
•   Perception-action
  Artifacts
                       cycles
  *Narratives,     •   Effectivity-affordance
 Machinima,            pairings
 Modding, Art      •   Shuttling among
                       discourses

 Metaplay
*Strategy sites,
Documentation




 Game Play
 *Quest texts,
Communication,
 Collaboration,
  Navigation
Quest Texts
Assessing linguistic complexity: Quest texts
Assessing linguistic complexity: Quest Texts
Assessing linguistic complexity
Quest texts: Right skewed ―U‖
Artifacts
  *Narratives,
 Machinima,
 Modding, Art


 Metaplay
*Strategy sites,
Documentation




 Game Play
 *Quest texts,
Communication,
 Collaboration,
  Navigation
Game-external websites: Core part of
gameplay
• Moonpunisher: ―I use quite a few external websites, and I
  have all of them open while I am playing the game, so that
  when I need to I can immediately look stuff up.‖ [translated
  from Dutch]
• Glakela: ―I never play full screen, I always play in a way so
  that I can just reach my desktop and can immediately
  access my browser. I will just put myself in a safe town, so
  nothing can happen and then I will calmly start reading
  and looking up things.‖ [translated from Dutch]
Game-external websites: Everyone uses
them
• http://www.wowhead.com: Topics include strategy for
  completing quests and information on items in the game
  (e.g, armor, weapons, etc).
• http://www.wowwiki.com/Portal:Main: Lore and mythology
  of the WoW universe; information related to different
  classes (or types) of online characters
• http://elitistjerks.com/: Game related strategy and general
  topics related to WoW
Game-external websites: Right skewed ―U‖
Game strategy websites as scientific
 discourse (Steinkuehler & Duncan, 2008)
• Analyses of nearly 2,000 WoW-related forum posts
• 86% of the entries displayed ―social knowledge
  construction‖ rather than ―social banter‖
• 65% treated knowledge ―as an open-ended process of
  evaluation and argument‖
• 50% + included evidence of systems based reasoning
• 10% showed scientifically precise model-based reasoning
  (Steinkuehler & Duncan, 2008, p. 539)
Artifacts
  *Narratives,
 Machinima,
 Modding, Art


 Metaplay
*Strategy sites,
Documentation




 Game Play
 *Quest texts,
Communication,
 Collaboration,
  Navigation
Remix and recombinatory texts
• Propagations of figurative worlds across representational
  media
• ―Fan fiction‖ -- enthusiasts of media (books, movies,
  television, comics, video games) borrow elements of these
  popular cultural texts, such as characters, settings, and
  literary tropes, to construct their own narrative fictions
  (e.g., Black, 2008; Thorne, 2009)
• Black 2008: (Nanako, Chinese L1, received 7k ‗reader
  reviews‘)
fanfiction.net  games  warcraft
fanfiction.net  games  warcraft
fanfiction.net  games  warcraft
fanfiction.net  games  warcraft
Remixing & language development
  (Thorne, 2012. ‗Gaming writing, …‘)


• Object-, other-, and self-regulation



 Original texts    Readers              Fan fiction authorship
  Manga            Reader feedback
  Anime            Comments
  Film
  Literature
Gaming texts: L2 implications

• Quests and external website texts:
   • High degree of lexical sophistication, lexical diversity, syntactic
     complexity
   • A significant proportion of both structurally simple and complex
     sentences
   • Interactive, phatic, and interpersonally engaged discourse
• Narrative and remix texts: Compelling by volume, creative,
  interactive, community-related
• Complex semiotic universe – yes!
• Anecdotal reports are many (e.g., Thorne, 2008, 2010)
Survive the Futurepast
Kindra Adair, Christopher Farhoodi,
    Jasmine Gower, Stacie Looney,
   Alex Manning, Xan Pedisich,
Rusty Powers, Meredith Rider, Marc    503 Design Collective
     San Pedro, Melissa Sandoval,
      Ruby Warnock, Jim (Pong)
   Kelsheimer-Sevick, Steve Thorne
AR for Language Learning
•   Narrative: The future is dead due to environmental degradation.
    You (player) are an agent from the year 2070 who comes back in
    time to the present. Your mission is to explore the ‗simultaneous
    dawn and dusk‘ of green power and green environmental
    practices that could have, and may yet, save your world
•
•   Learning through performing roles/identities that extend beyond
    that of ―student‖ (agent, spy, detective, reporter)

•   Learning experiences are designed for interactivity: simple game
    mechanics  complex languaging behaviors in interface with 2nd
    order language
• Game played on GPS-
  enabled Apple iPhone
  (ARISgame.org)

• Opening screen

• Game playable in
  French, English, and
  Spanish
• Players navigate city using
  googlemaps and receive sound
  alerts when they enter particular
  locations

• Players are ―pushed‖ texts/media
  (some of which is ―super
  authentic‖) and quests when in
  location (see bottom icons)

• Game can be played in pairs,
  small groups, or potentially alone

• External web resources are being
  designed to provide language
  support
• Image pushed to
  players to help
  them locate a
  distant solar array.
  Text message
  accompanies the
  image (below)
Language production --
Notebook feature:

• Bread-crumming &
  guerilla reportage

• As players move through
  the city they can annotate
  and report on their
  experience by taking
  photos, writing notes, and
  recording voice and/or
  video

• These media
  (text/image/voice/video)
  are stored and inform
  future players‘
  experience
―The voyage of discovery is not in seeking new
                            landscapes but in having new eyes‖
Why AR?                      (Marcel Proust, in Schell 2008, p. xxv).



•   Get out of the classroom and away from ‗language‘ as an object
    and toward interactivity

•   Engagement in the physical world—embodied, mobile, and
    experiential (this includes designing AR games!)

•   Game narrative information/semiosis/action is laminated over
    place, remediating space, purpose, meaning, and action

•   Non-dichotomous relationship between game designers and
    players, with players creating aspects of future experience
•   (Squire et al 2009, Thorne 2011, 2012)
PLAY!




survivethefuturepast.blogspot.com
Shift in how digital mediation,
cognition/action and L2 development are
related
• Developing a pedagogy of ―mediated authenticity‖
  rooted in rich/thick exposure to ecologically aligned 2nd
  order patterns
• Move from ‗the dead hand of [communicative]
  competence‘ (Geertz, 1973:88) to semiotic agility
• Semiotic agility – the capacity for shifting ―rapidly and
  fluently between and among semiotic worlds‖ (Prior,
  2010: 233)
• Goal of foreign language education?  catalyzing the
  development of anticipatory dispositions that enable
  complex, nuanced, recipient-aware, nimble and
  improvisational communicative capacities (Thorne,
  2011)
Thanks!


    Articles referenced available here:
https://sites.google.com/site/stevenlthorne/

Unicollaboration & virtual mobility project:
        http://unicollaboration.eu/

               Steven L. Thorne
            Portland State University
            & University of Groningen

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Thorne_Iowa_Pusack 2012

  • 1. Digital semiospheres and L2 development: Cases and issues Pusak-Otto Lecture Series University of Iowa October 5, 2012 Steven L. Thorne Department of World Languages and Literatures Portland State University & Department of Applied Linguistics, University of Groningen + the 503 Design Collective
  • 2. Talking points • Digital demographics and semiopheres • Phenomenological primacy of 1st order languaging; affordances & constraints of 2nd order language • Approaches to (potentially) ameliorating conditions of possibility for language development 1. Language use and development through pedagogical mediation: Intercultural online exchanges and DDL • Unicollaboration.eu – supporting L2 online exchanges 2. The semiotic ecology and linguistic complexity of an online game world 3. Engineering interactivity: Design of a place-based plurilingual augmented reality experience (!) • Semiotic agility and next steps
  • 3. Part 1: Digital demographics & language use Thorne, S. L., Black, R. W., & Sykes, J. (2009). Second language use, socialization, and learning in Internet interest communities and online games. Modern Language Journal, 93: 802-821. Thorne, S. L. (2008). Computer-mediated communication. In N. Hornberger & N. Van Duesen-Scholl (eds.), Encyclopedia of language and education, Volume 4: Second and foreign language education (p. 325-336). Springer/Kluwer. Thorne, S. L., & Payne, J. S. (2005). Evolutionary trajectories, Internet-mediated expression, and language education. CALICO Journal 22(3): 371-397.
  • 4.
  • 6.
  • 7. Big context & emerging environments • 2.1 billion Internet users world wide (2012 est.) • 156 million accounts on Runescape (10m month) • 14 + million played World of Warcraft at peak • Approaching 1 billion on facebook, 800m visits per month, 400m users visit daily • 200+ million twitter accounts • Users of social media ―curate‖ online personas (Clive Thompson, NY Times, 2008) • Technology use starts early!!
  • 8. Allure of the digital wilds • Mediated communication is not a proxy or practice environment, it‘s the real thing • In some cases, how to carry out mediated communication should be the goal of educational practice (chat, gaming, txting, …) • L2 education as inclusive of the broader semiotic ecology of everyday life – living langauge! • Extending the event horizon of instructed L2 education  plurilinguality of media
  • 9. What is language development in the wild? • Language complex and adaptive – moving target! (5 Graces, 2009; de Bot et al, 2007; Ellis & Larsen-Freeman, 2006) • Patterns: Learning occurs through repeated exposure to input; pattern recognition/construction learning (e.g., N. Ellis, 2009) • Associations: Language learning = complex associations between speech/writing and meaningful contexts/activity types/concepts/emotions/pragmatic functions … • Environments: Social environment pivotal to development – language learning at the nexus of joint attention, intension- reading, and cultural learning (Tomasello, 2003) • Experience: Hopper (1998) describes language repertoires as a ―loose confederation of available and overlapping social experiences‖, further noting that ―children do not learn sentences but rather adapt their behavior to increasingly complex surroundings.‖
  • 10. 1st order languaging & 2nd order language • DLG-inspired reconceptualizations of language, cognition, and human sense-making (e.g., Cowley, 2009; Love, 2004; Hodges, 2009; Steffensen, 2009) • ―linguistic activity and the biological processes that subtend this emergence are entrained and … constrained by higher order social meaning-making practices, discourse genres, and conventions [higher-scalar ecosocial relations]‖ (Thibault, 2000: 291) [see Maturana, 1978; Becker, 1988] • First order languaging happens in real time, is immediate, but also embedded • Second order language happens in space (or is temporally, and often also spatially, displaced) • Second order patterns, evolving across longer time scales, constrain first-order realtime dynamics
  • 11. Design approaches: 3 tiers? • Issue for L2 development – we live in a 1st order reality -- ―nothing happens non-locally‖ (Pennycook, 2010: 55) • Adaptive L2 pedagogical process  • Acknowledge the primacy & situatedness of 1st order languaging -- a distributed phenomenology of interactivity • Ascertain appropriate 2nd order language resources (including discrete morphosyntactic realizations/strings/pragmatic formulations!) • 3rd or tertiary order constructs: Create awareness of situation transcending patterns (2nd order constructs) to pedagogically scaffold 1st order interactivity
  • 12. Internet-mediated intercultural foreign language education O‘Dowd, R. (ed.) (2007) Online intercultural exchange: an introduction for foreign language teachers. Clevedon: Multilingual Matters. Helm, F., & Guth, S. (eds.), Telecollaboration 2.0 for language and intercultural learning (pp. 139-164). Bern: Peter Lang. Thorne, S. L. (2010). The ‗intercultural turn‘ and language learning in the crucible of new media. In F. Helm & S. Guth (eds.), Telecollaboration 2.0 for Language and Intercultural Learning (pp. 139-164). Bern: Peter Lang. Thorne, S. L. (2003). Artifacts and cultures-of-use in intercultural communication. Language Learning & Technology, 7 (2), 38-67.
  • 13. Empirical Study 1 Language learners as knowledge producers: German Modal Particles & Data driven learning (DDL) Nina Vyatkina, University of Kansas Vyatkina, N. (2007). Development of second language pragmatic competence: The data-driven teaching of German modal particles based on a learner corpus. Unpublished dissertation, Pennsylvania State University.
  • 14. Online intercultural exchanges • Mark Twain: ―I was greatly discouraged …‖ • The use of internet communication tools to support dialogue, debate, collaborative research, and social interaction between internationally dispersed groups of learners • From ―communicative competence‖ to ―intercultural competence‖ • Cost-efficient access to expert speakers – virtual mobility • Embeds FLL in development of meaningful relationships • New linguistic repertoires afforded by interpersonal mediation (e.g., Belz & Kinginger, 2003; Thorne, 2003)
  • 15. Teaching Modal Particles: Vyatkina 2007 • well, you know, like, kind of, so, really, maybe, right? • Modal particles = uninflected smallwords which serve to express the position of the speaker on what is being said THE PROBLEMS • Absence of a direct counterpart in English (translated by tag questions, intonation, omitted) • Rampant polysemy and strongly context-bound meaning • Absence of an informal ―particle-friendly climate‖ in traditional language classrooms • Overly formal treatment in textbooks • Sentence-based rather than utterance-based [interactive]
  • 16. Participants American and German students discussing intercultural topics in German and in English using email and chat during 8 semester weeks (Fall 2005)
  • 17. German Modal Particles • Ja, denn, doch, mal, aber • German modal particles: indeclinable ―smallwords‖ -- high frequency in oral discourse • ‗The German listener expects a particle. If it is absent, the sentence acquires a specific stylistic value: without a particle it sounds choppy, harsh, unfriendly, its utterance is apodictic, abrupt, blatantly noncommittal.‘ (Weydt, 1969)
  • 18. Pedagogical intervention • Classroom intracultural QUAN & QUAL Data-driven sessions: explicit analysis instruction instruction based on the data produced by the participants in CMC practice CMC practice • Internet-mediated intercultural sessions: practice in language QUAN & QUAL use using CMC with Data-driven analysis instruction native speakers
  • 19. Awareness-raising exercise 1 Questions adopted in part from Möllering and Nunan (1995) • In this excerpt from chat with our German partners, what lexical category (part of speech) do the words ja, mal, aber belong to? • Can you list other words belonging to this category? • What functions do these words have in the examples from your partners‘ writing? • Which of these words have you ever used (in this course or earlier) in the same functions? • Soren: Wann kommst Du mal nach Deutschland? • Jeremy: Hoffentlich komme ich der Fruhling 2007. • Soren: Oh das dauert aber noch • Soren: Das ist ja noch über ein Jahr • Soren: Naja, vielleicht schaffst Du es ja dann mal bei mir vorbei zu kommen.
  • 20. Awareness-raising exercise 2 Questions adopted in part from Möllering (2004) • Consider the following concordance lines with the modal particle MAL from your partners‘ writing and answer the questions: • Underline all the finite verbs in the clauses containing MAL. Do you see any patterns? • What sentence types do the examples contain – declaratives, exclamatives, commands, questions?
  • 21. Relative frequency: modality/intervention effect 15 12 9 Amer 6 Ger 3 0 chat/pre* email/pre* chat/post email/post * Statistically significant difference in mean relative frequencies (no. MPs/1000 German words), p<.05
  • 22. MP Dispersion in the corpus Learners: 1. ja 2. denn 3. doch 4. Mal NSs: 1. ja 2. denn 3. doch 4. mal
  • 23. MP use by NSs and learners (absolute numbers) Stages NSs Learners: Learners: Accurate use Inaccurate use Pre-Interv. 89 3 0 (4 weeks) Interv. W1 7 2 Interv. W2 6 0 Interv. W3 27 3 Post-Int. W4 22 1 Total 80 65 6 Post-Interv.
  • 24. Pedagogical Issues for DDL • DDL – Learning to learn language by picking out patterns (Saffron et al., 1996), but with help • Suggestion: DDL in close affinity with pedagogical mediation (input enhancement, salience cues, concept- based approaches to grammar) • Authentic/engaging + pedagogical mediation = ‗Mediated authenticity‘
  • 25. Join us @ unicollaboration.eu!
  • 26. L2 learning in massively multiplayer games • Thorne, S. L., & Fischer, I. (2012). Online Gaming as Sociable Media. ALSIC: Apprentissage de Langues et Systemes d’Information et de Communication. • Thorne, S. L., Cornillie, F., & Desmet, P. (eds.) (2012). Digital Games for Language Learning: Challenges and Opportunities. ReCALL Journal, 24(3). • Thorne, S. L. (2012). Gaming Writing: Supervernaculars, Stylization, and Semiotic Remediation. In G. Kessler, A. Oskoz, & I. Elola, (Eds.), Technology Across Writing Contexts and Tasks (pp. 297–316). CALICO Monograph: San Marcos, Texas.
  • 28. Core tenets of second language development • All theories of adult L2 development acknowledge the importance of meaningful communicative engagement and exposure to adequate volumes of the L2 • Quality of the linguistic environment is a primary driver of language development • Distributions, frequencies, functions, and forms, and their salience, affects developmental rates and outcomes (e.g., Ellis & Collins, 2009; Ellis & Ferreira-Junior, 2009)
  • 29. Empirically assessing an MMO: World of Warcraft • What do players actually do in MMOs like WoW? • What, if any, game-external semiosis do they read and/or author? • What is the linguistic complexity of high frequency WoW associated texts?
  • 30. Assessing linguistic complexity Thorne, Fischer, & Lu (2012): ‗Ling ecology online game world‘ ReCALL • Survey: 64 WoW players • Dutch (N=32, 16 females, 16 males) (Age M=26.6, SD=8.9) • Americans (N=32, 11 females, 21 males) (M=33.1, SD=9.2) • Surveys were publically posted on WoW-related sites, distributed through authors‘ social networks, and redistributed by initial respondents • Demographics, play style, communication tool preferences, languages actively used, languages exposed to, use of external websites
  • 31. Play experience How long have you been playing WoW 50% 40% 30% 20% Dutch Americans 10% 0% 1-5 1-2 5-6 months years years
  • 32. Frequency of play How often do you play 60% 50% 40% 30% Dutch 20% Americans 10% 0% less than 1-3 times a1-3 times a 4 times a once a month week week or month more
  • 33. Duration of play episodes How many hours at a time do you play 60% 50% 40% 30% Dutch 20% Americans 10% 0% less than 1-2 ours 3-4 5-6 more 1 hour hours hours than 6 hours
  • 34. Playing together, alone, or mixed Dutch = American = 81% together 69% together 13% mixed 6% mixed 6% alone 25% alone
  • 36. Assessing linguistic complexity • Readability: Coleman-Liau Index (CLI): word character count and sentence length • Lexical sophistication (LS): ratio of sophisticated lexical word types divided by the number of lexical word types • Mean segmental type-token ratio (MSTTR): measures lexical diversity as a function of type-token ratio per 50 word sample • * Developmental Level Scale (D-Level): measures syntactic and structural complexity
  • 37. D-Level Linguistic Complexity Scale: Covington et al (2006)
  • 38. Perception-action Artifacts cycles *Narratives, • Effectivity-affordance Machinima, pairings Modding, Art • Shuttling among discourses Metaplay *Strategy sites, Documentation Game Play *Quest texts, Communication, Collaboration, Navigation
  • 43. Quest texts: Right skewed ―U‖
  • 44. Artifacts *Narratives, Machinima, Modding, Art Metaplay *Strategy sites, Documentation Game Play *Quest texts, Communication, Collaboration, Navigation
  • 45. Game-external websites: Core part of gameplay • Moonpunisher: ―I use quite a few external websites, and I have all of them open while I am playing the game, so that when I need to I can immediately look stuff up.‖ [translated from Dutch] • Glakela: ―I never play full screen, I always play in a way so that I can just reach my desktop and can immediately access my browser. I will just put myself in a safe town, so nothing can happen and then I will calmly start reading and looking up things.‖ [translated from Dutch]
  • 46. Game-external websites: Everyone uses them • http://www.wowhead.com: Topics include strategy for completing quests and information on items in the game (e.g, armor, weapons, etc). • http://www.wowwiki.com/Portal:Main: Lore and mythology of the WoW universe; information related to different classes (or types) of online characters • http://elitistjerks.com/: Game related strategy and general topics related to WoW
  • 48. Game strategy websites as scientific discourse (Steinkuehler & Duncan, 2008) • Analyses of nearly 2,000 WoW-related forum posts • 86% of the entries displayed ―social knowledge construction‖ rather than ―social banter‖ • 65% treated knowledge ―as an open-ended process of evaluation and argument‖ • 50% + included evidence of systems based reasoning • 10% showed scientifically precise model-based reasoning (Steinkuehler & Duncan, 2008, p. 539)
  • 49. Artifacts *Narratives, Machinima, Modding, Art Metaplay *Strategy sites, Documentation Game Play *Quest texts, Communication, Collaboration, Navigation
  • 50. Remix and recombinatory texts • Propagations of figurative worlds across representational media • ―Fan fiction‖ -- enthusiasts of media (books, movies, television, comics, video games) borrow elements of these popular cultural texts, such as characters, settings, and literary tropes, to construct their own narrative fictions (e.g., Black, 2008; Thorne, 2009) • Black 2008: (Nanako, Chinese L1, received 7k ‗reader reviews‘)
  • 51. fanfiction.net  games  warcraft
  • 52. fanfiction.net  games  warcraft
  • 53. fanfiction.net  games  warcraft
  • 54. fanfiction.net  games  warcraft
  • 55. Remixing & language development (Thorne, 2012. ‗Gaming writing, …‘) • Object-, other-, and self-regulation Original texts Readers Fan fiction authorship  Manga  Reader feedback  Anime  Comments  Film  Literature
  • 56. Gaming texts: L2 implications • Quests and external website texts: • High degree of lexical sophistication, lexical diversity, syntactic complexity • A significant proportion of both structurally simple and complex sentences • Interactive, phatic, and interpersonally engaged discourse • Narrative and remix texts: Compelling by volume, creative, interactive, community-related • Complex semiotic universe – yes! • Anecdotal reports are many (e.g., Thorne, 2008, 2010)
  • 58. Kindra Adair, Christopher Farhoodi, Jasmine Gower, Stacie Looney, Alex Manning, Xan Pedisich, Rusty Powers, Meredith Rider, Marc 503 Design Collective San Pedro, Melissa Sandoval, Ruby Warnock, Jim (Pong) Kelsheimer-Sevick, Steve Thorne
  • 59. AR for Language Learning • Narrative: The future is dead due to environmental degradation. You (player) are an agent from the year 2070 who comes back in time to the present. Your mission is to explore the ‗simultaneous dawn and dusk‘ of green power and green environmental practices that could have, and may yet, save your world • • Learning through performing roles/identities that extend beyond that of ―student‖ (agent, spy, detective, reporter) • Learning experiences are designed for interactivity: simple game mechanics  complex languaging behaviors in interface with 2nd order language
  • 60. • Game played on GPS- enabled Apple iPhone (ARISgame.org) • Opening screen • Game playable in French, English, and Spanish
  • 61. • Players navigate city using googlemaps and receive sound alerts when they enter particular locations • Players are ―pushed‖ texts/media (some of which is ―super authentic‖) and quests when in location (see bottom icons) • Game can be played in pairs, small groups, or potentially alone • External web resources are being designed to provide language support
  • 62. • Image pushed to players to help them locate a distant solar array. Text message accompanies the image (below)
  • 63. Language production -- Notebook feature: • Bread-crumming & guerilla reportage • As players move through the city they can annotate and report on their experience by taking photos, writing notes, and recording voice and/or video • These media (text/image/voice/video) are stored and inform future players‘ experience
  • 64. ―The voyage of discovery is not in seeking new landscapes but in having new eyes‖ Why AR? (Marcel Proust, in Schell 2008, p. xxv). • Get out of the classroom and away from ‗language‘ as an object and toward interactivity • Engagement in the physical world—embodied, mobile, and experiential (this includes designing AR games!) • Game narrative information/semiosis/action is laminated over place, remediating space, purpose, meaning, and action • Non-dichotomous relationship between game designers and players, with players creating aspects of future experience • (Squire et al 2009, Thorne 2011, 2012)
  • 66. Shift in how digital mediation, cognition/action and L2 development are related • Developing a pedagogy of ―mediated authenticity‖ rooted in rich/thick exposure to ecologically aligned 2nd order patterns • Move from ‗the dead hand of [communicative] competence‘ (Geertz, 1973:88) to semiotic agility • Semiotic agility – the capacity for shifting ―rapidly and fluently between and among semiotic worlds‖ (Prior, 2010: 233) • Goal of foreign language education?  catalyzing the development of anticipatory dispositions that enable complex, nuanced, recipient-aware, nimble and improvisational communicative capacities (Thorne, 2011)
  • 67. Thanks! Articles referenced available here: https://sites.google.com/site/stevenlthorne/ Unicollaboration & virtual mobility project: http://unicollaboration.eu/ Steven L. Thorne Portland State University & University of Groningen