You have found the AILA Research Network for CALL and the Language Learner. On this website you can read about our activities, conferences, and publications and contribute to research. Join us as as free member to be able to submit papers and contribute to our AILA symposium in Beijing.
Here's a website where you can find a lot about language learning and video games. http://www.lingualgamers.com/thesis/augmented_reality_games.html
Both video game and educational designers alike have long dreamed of the day when we will be able to use holographic imagery to create fully immersive virtual reality worlds for kids to explore. While researchers have made impressive attempts with systems such as the CAVE, at this point we are still nowhere near close to creating virtual worlds remotely as complete as the real world. What we can do, however, is to mod the real world.
In an experimental genre called Augmented Reality Gaming, game and/or curriculum designers use a variety of location aware technologies to intelligently layer game elements on top of the real physical world. In this way, designers are able to create games that, quite literally, have the most realistic graphics and lifelike sound capabilities theoretically possible.
Isn't it interesting?
Please post your comments, suggestions and feedback on the Wall below. Or just drop us a note to say you visited!
Background of the ReN
Through the emergence of communication technologies, the past few years have produced a new body of research where the learner is given a more central role in a range of different ways, including having the learner express their opinions through blogging (e.g., Pinkman, 2005) or computer-mediated communication such as chat (e.g., Darhower, 2007), tailoring software that adapts to learners’ needs (e.g., Huang & Liou 2007), training learners to use existing software more effectively to facilitate the social-affective aspect of learning (e.g., Hubbard, 2004), or the development of learner autonomy (e.g. Reinders, 2007; White, 2007). Social networking sites such as Active Worlds and Second Life have also empowered learners to make decisions about who they wish to converse with, by what mode (i.e., text chat or oral communication), and freely engage in discussion with a real audience who shares similar interests (e.g., Dudeney, 2008). This is a growth area, where researchers examine the way technology facilitates interaction between teachers and learners, between native speakers and learners, and between learners themselves and the unique characteristics of this type of communication.
Convenors Hayo Reinders and Glenn Stockwell have combined to create an AILA Research Network which aims to bring together people working in the different areas related to the role of the language learner in CALL. Committee members are established researchers in the field of CALL, and
include Jozef Colpaert (University of Antwerp, Belgium)
Phil Hubbard (Stanford University, USA)
Hsien-Chin Liou (National Tsing Hua University, Taiwan)
Kazunori Nozawa (Ritsumeikan University, Japan)
and Cynthia White (Massey University, New Zealand).