Foreign Language Tandem Learning in Social VR - Conception, Implementation and Evaluation of the Game-Based Application Hololingo!
dc.contributor.author | Ahlers, Timo | |
dc.contributor.author | Bumann, Cassandra | |
dc.contributor.author | Kölle, Ralph | |
dc.contributor.author | Lazović, Milica | |
dc.date.accessioned | 2022-04-02T17:06:27Z | |
dc.date.available | 2022-04-02T17:06:27Z | |
dc.date.issued | 2022 | |
dc.description.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. | en |
dc.identifier.doi | 10.1515/icom-2021-0039 | |
dc.identifier.pissn | 2196-6826 | |
dc.identifier.uri | https://dl.gi.de/handle/20.500.12116/38575 | |
dc.language.iso | en | |
dc.publisher | De Gruyter | |
dc.relation.ispartof | i-com: Vol. 21, No. 1 | |
dc.subject | Social Virtual Reality | |
dc.subject | Language Tandem | |
dc.subject | Digital Game-Based Language Learning | |
dc.title | Foreign Language Tandem Learning in Social VR - Conception, Implementation and Evaluation of the Game-Based Application Hololingo! | en |
dc.type | Text/Journal Article | |
gi.citation.endPage | 215 | |
gi.citation.publisherPlace | Berlin | |
gi.citation.startPage | 203 |