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Multimodal research: Addressing the complexity of multimodal environments and the challenges for CALL

Published online by Cambridge University Press:  07 July 2016

Sabine Tan
Affiliation:
Faculty of Humanities, Curtin University, Kent Street, Bentley, Western Australia (email: sabine.tan@curtin.edu.au)
Kay L. O’Halloran
Affiliation:
Professor, School of Education, Curtin University, Kent Street, Bentley, Western Australia (email: kay.ohalloran@curtin.edu.au)
Peter Wignell
Affiliation:
Faculty of Humanities, Curtin University, Kent Street, Bentley, Western Australia (email: peter.wignell@curtin.edu.au)
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Abstract

Multimodality, the study of the interaction of language with other semiotic resources such as images and sound resources, has significant implications for computer assisted language learning (CALL) with regards to understanding the impact of digital environments on language teaching and learning. In this paper, we explore recent manifestations of CALL in 3-D virtual worlds, illustrated by the example of Second Life. The multimodal analyses of a conventional face-to-face lesson and three language learning activities in Second Life highlight some of the affordances and challenges presented by 3-D virtual environments. The results suggest that while multimodal resources integrate naturally to facilitate language teaching and learning in an orderly, structured and goal-orientated manner in classroom lessons, the often uncoordinated use (or absence) of avatars’ gaze, facial expression, body posture, gesture, as well as the unclear proxemics and use of space pose problems for effective communication in a 3-D virtual world. In addition, a “technology-oriented” register, alongside traditional instructional and regulative genres and registers, is introduced to help students cope with the demands of learning a language in a 3-D virtual environment. The study raises the issue of the relative effectiveness of 3-D virtual worlds for language teaching and learning. In doing so, a digital approach to multimodal research is proposed in order to address the complexity of multimodal learning environments and the various challenges for CALL.

Information

Type
Regular papers
Copyright
Copyright © European Association for Computer Assisted Language Learning 2016 
Figure 0

Table 1a Semiotic systems used in a face-to-face conversation lesson

Figure 1

Table 1b Semiotic systems used in the deployment of space in a 3-D virtual world

Figure 2

Fig.1a Analysis of face-to-face lesson performed in Multimodal Analysis Video Notation: Player window [1], film strip [2], time-stamped annotations [3], system strips [4], selected system choice [5], list of available system choices [6], sound strip [7], dialog strip [8], speaker tabs [9]; transcription of verbal utterances [10]

Figure 3

Fig. 1b Screenshot of state transition diagram for the systems of Gaze, Gesture and Classroom Space as deployed by the teacher in the videotaped face-to-face lesson Notation: State [1], combination of system choices in a state [2], selected systems in the analysis [3], transitions between states [4]

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Table 2 Examples of gestures used in face-to-face lesson

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Fig.2 “Shopping” Notation: Player Window [1], Film Strip [2], system strips for the systems of Gaze, Gesture, and Virtual Space [3], Sound Strip [4]

Figure 6

Fig. 3 “Definition Chart Race” Notation: Player Window [1], Film Strip [2], Transcription [3]

Figure 7

Fig. 4 “Affix Dominoes Game” Notation: Player Window [1], Film Strip [2], System Strip for Virtual Space [3], Sound Strip [4]

Figure 8

Table 3 Excerpts of verbal exchanges in “Affix Dominoes Game”