ABSTRACT
As often as language teachers lecture about the importance of
continual practice to adolescent learners, the dullness of homework
exercises designed primarily to be educational has difficulty competing
with popular media designed solely to be entertaining. Recently,
numerous attempts have been made to develop "edutainment"
titles that seek to merge educational goals with entertainment content;
oftentimes, however, they fail to achieve either goal and fall instead
into niche markets.
Rather than seeing entertainment-focused media forms as adversarial
to educational content, educators should instead embrace them. This
commentary examines how content originally designed for entertainment
purposes can be modified to provide natural and context rich language
learning environments, without sacrificing its entertainment value.
First, I examine a modification to the number one selling video game The
Sims that intelligently combines game data from the English edition with
data from editions of other languages to form a bilingual gaming
environment. This exposes learners to abundant L2 vocabulary, yet still
provides enough L1 support not to detract from the game. This principle
is then extended to other applications such as music videos, typing
tutors, and voice-navigated games. Finally, areas of otherwise wasted
time are identified, such as waiting for Web pages to load or walking to
class, with suggestions of how technology can facilitate language
learning during these times.
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In a single week, I met five people each claiming to be the
world's worst language learner. Having legitimately claimed this
title for myself long ago, it's obvious they were only
exaggerating. Still, in listening to their various language learning
histories, it seems we all reached this conclusion from similar
experiences: Frustration with our old high school workbooks, a sense of
helplessness when confronted with lists of isolated vocabulary to
memorize, and little connection between assignments and our everyday
life. While changes in classroom environments over the past century have
allowed in-class learning to evolve considerably, the guidance students
receive on how to continue learning a language outside of class has
remained relatively the same. In general, beginning students are advised
to set aside dedicated study time for completing practice exercises and
to rehearse vocabulary items with techniques such as flashcards.
However, as the current dot-com generation grows up submerged in
captivating and dynamic media forms, educators will likely need to adapt
their conceptions of homework to match if they wish to capture the
interests of adolescent students. While recently numerous suggestions
have been advanced for enlivening the language learning experience with
interactive activities and online collaboration (e.g., LeLoup &
Ponterio, 2003), much of the potential for the integration of
entertainment media with mainstream language learning remains
untapped--something that would have been pivotal for my own early
language learning experiences.
Finding my high school German homework assignments frustrating and
dull, I rarely managed to complete assignments. Naturally, as the course
progressed it became increasingly difficult for me to remain an active
participant in class--in turn, making homework assignments yet more
frustrating. At the end of the year, I left the course with only two
things: an ability to irritate my teacher enough never to be called upon
in class and an "F" in German 1. It was at this time I dubbed
myself "the world's worst language learner" and publicly
declared that I was well satisfied with my monolingual status, with full
intentions of keeping it throughout my life.
Fortunately, the Internet later provided a perspective on foreign
language and culture considerably more appealing than the one I received
in ninth grade. Far from the German "She'll be Comin'
Round the Mountain" we used to open each morning, sites like
audioscrobbler connected me to modern commercial songs by analyzing
youth in Germany with the same musical tastes. Rather than spending my
free time on "find the conjugated form" word-search puzzles, I
practiced contextualized conversation and grammar by loading learning
materials found on the Internet into my cell phone and listening to them
in my spare time while walking between classes. Surprised and encouraged
by how much I learned from such a simple system, I enrolled in further
German study and set about developing more complex ways of using
technology to increase my foreign language exposure in practical and
entertaining contexts.
YOU'RE NOT STUDYING, YOU'RE JUST PLAYING THAT SIMS[TM]
GAME OF YOURS
For many adolescent language learners, the suggestion of playing an
edutainment software title unfortunately conjures up images of
simplistic space invader games, re-programmed to solicit foreign
language vocabulary before being able to be able to shoot at a screen of
sketchily drawn aliens. For students in a class only because of a
mandated requirement, the temptation to forego all educational value for
a modern software title instead designed solely to be entertaining is
far too enticing. Upon a closer look, however, some of these same
entertainment-focused titles possess much of the basic content desired
in an educational title. For example, if we look at the number one
selling game (Croal, 2003) The Sims, we see a lot of the same content
one might find in an introductory language textbook.
The Sims is a game designed to simulate normal everyday life.
Players control the daily routines of a virtual family, guiding them
through tasks such as managing personal hygiene, cooking food, finding
jobs, entertaining guests, and so forth. After assigning professions to
their characters, players then manage the family finances, deciding how
to best purchase furniture and appliances to develop their house based
on analysis of the emotional states of their characters. In playing the
English version of the game, I noticed the vocabulary for the tasks
contained many of the same words as the German homework I should have
been studying instead. Finding that the language of the game could be
changed to German simply by switching a single registry setting, I
placed a laptop with a translation tool beside my main computer and
continued playing the game in German. When the vocabulary items then
came up in class, I was already familiar with them and could recall the
relevant associated contexts and animations used in the game.
While there have already been numerous suggestions for using
commercial simulation games as language learning contexts (see, e.g.,
Coleman, 2002), most are based on designing external activities without
modifying the games themselves. Traditionally, modifying a commercial
game's interface or language data was an impossible task, as its
programming was often locked away in compiled binary code. Today,
however, most game designers separate game data into external files and
actively encourage third-party customizations. For games like The Sims,
this has led to an explosion of enhancements for the entertainment value
of the game, though so far little has been done to take advantage of
this customizability for educational extensions. One freely available
customization tool provides users with direct access to the language
data used in the game. By using macros, or scripts, educators can
rapidly extract the parts of the first language (L1) game data they feel
necessary for scaffolding learners and then integrate them as available
translations within the second language (L2) version of the game (see
Figure 1).
[FIGURE 1 OMITTED]
In Figure 1 we can see an edit in which the main interface uses
data from the German version of the game, yet includes tool tip data
from the English dataset, so that if a player does not know a German
word such as "Kochen," s/he can leave the cursor over the word
and receive a pop-up explanation which includes an English translation.
Also, enough keywords are glossed for the prompt "Do you wish to
save before quitting" (literally: "Wants you save, before you
the game quit?") to ensure a player would not get frustrated trying
to understand, but makes it likely they will first read in the L2.
This method of modifying video games offers a powerful vehicle for
further exploring recent work on incidental learning. Hulstijn (1992),
suggests that vocabulary retention can be improved if new words are
glossed with multiple choices in which the learner must then decide the
most appropriate choice (Figure 2).
[FIGURE 2 OMITTED]
Unfortunately, in a traditional reading environment this can have
adverse effects for both reading comprehension and vocabulary retention
if learners make the wrong choices (Watanabe, 1997). In a video game,
however, some incorrect assumptions by learners can be recovered through
the interactions present in a typical gaming environment. For example,
one of the variables players must keep track of is their Sim's
energy level--represented in the German version by a bar labeled
"energie." If a poor learner were to guess the meaning of this
word incorrectly, her/his character would take steps to notify the
player until the energy variable was addressed: First, the character
would act sleepy and think about beds (Figure 3).
[FIGURE 3 OMITTED]
If the learner still failed to recognize and improve the Sim's
energy level, the game would take control and show the learner how by
having the Sim fall asleep on the spot (Figure 4).
[FIGURE 4 OMITTED]
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