Collaborative enquiry through the tabletop for second/foreign language learners

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  • Book title: "CALL Design: Principles and Practice - Proceedings of the 2014 EUROCALL Conference, Groningen, The Netherlands"
  • Editors: Sake Jager, Linda Bradley, Estelle J. Meima, Sylvie Thouësny.
  • Pages: 202-208
  • Article DOI: 10.14705/rpnet.2014.000218
  • Book DOI: 10.14705/rpnet.2014.9781908416209
  • Publication date:
  • Licence: CC BY-NC-ND 4.0
  • Publisher: Research-publishing.net

© 2014 Mei Lin, Anne Preston, Ahmed Kharrufa, Zhuoran Kong.


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Abstract

Interactional communicative competence and higher-order thinking have been well documented as two of the biggest challenges for second/foreign language learners (EFL learners). This paper evaluates the use of digital tabletops as tools for problem-solving tasks in groups. The evaluation is based on a preliminary study of an application of the use of Digital Mysteries task with EFL learners in a Higher Education institution. It focuses more specifically on the extent to which collaborative learning platforms provided by interactive tabletops can promote and support the application of both thinking and linguistic skills for EFL learners. Based on an interdisciplinary perspective which draws from instructed second language learning and human-computer interaction fields, the evaluation considers moment-to-moment multimodal interaction of three groups of Chinese English language learners with and around the completion of the Digital Mysteries task. It seeks to identify what specific affordances in the design might benefit EFL learners in terms of thinking skills, interactional competence and linguistic performance, and by the same token, what might not. This paper concludes with a number of suggestions about how technologies designed for collaborative enquiry might be repurposed for higher-order thinking and language learning.

Keywords: digital table, enquiry, interactional competence, higher order thinking.

References

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Kharrufa, A. S., Leat, D., & Olivier, P. (2010). Digital Mysteries: Designing for learning at the tabletop. In Proceedings of the ACM International Conference on Interactive Tabletops and Surfaces 2010, Saarbrücken, Germany, November 7-10, 2010, ITS’10.

Kharrufa, A. S., Olivier, P., Leat, D. (2010). Learning through reflection at the tabletop: A case study with Digital Mysteries. In Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications, Toronto, Canada June 28-July 2, 2010 (pp. 65-674).

Leat, D., & Nichols, A. (2000). Brains on the table. Diagnostic and formative assessment through observation. Assessment in Education: Principles, Policy & Practice, 7(1), 103-121.

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Moseley, D., Baumfield, V., Elliot, J., Gregson, M., Higgins, S., Miller, J., & Newton, D. (2005). Frameworks for thinking. Cambridge: Cambridge University Press. doi:10.1017/CBO9780511489914

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Lin, Mei; Preston, Anne; Kharrufa, Ahmed; Kong, Zhuoran. (2014). Collaborative enquiry through the tabletop for second/foreign language learners. In Sake Jager, Linda Bradley, Estelle J. Meima, Sylvie Thouësny (Eds), CALL Design: Principles and Practice - Proceedings of the 2014 EUROCALL Conference, Groningen, The Netherlands (pp. 202-208). Research-publishing.net. https://doi.org/10.14705/rpnet.2014.000218

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