DOI: 10.5176/2251-1679_CGAT16.6
Authors: Satomi Kawaguchi & Bruno Di Biase
Abstract:
This paper aims to describe designing of second language learning app we named LexiFun, which includes language games for vocabulary and grammar learning with an emphasis on listening comprehension and its connection with writing. Our focus for LexiFun’s pedagogical purpose is presently on Japanese although LexiFun has also modules for Chinese, Italian and Spanish. Students learning second languages the world over, as other digital generation young people, easily engage in multi-tasking, e.g., text-messaging while talking to friends or listening to a lecture, by taking advantage of smart phones among other mobile communication devices. Since most young people play e-games regularly (and some are addicted to them), there is a rapidly growing interest in exploring the potential of e-games in education to motivate and inspire young students. Based on the current issues and problems in learning Japanese as a second language (L2) at Western Sydney University, we are developing a LexiFunII version in HTML. We are designing two streams within LexiFun to cater for two distinct sub-groups of learners of Japanese: Kanji-background students and non Kanji-background students. Kanjis are Chinese characters introduced to Japanese writing. Non-Kanji background students are not familiar with Kanji while Kanjibackground students already know Chinese characters and their meanings. The latter group, mainly Chinese background students, naturally tend to associate the Kanjis used in Japanese with their current knowledge of these characters, linked to sound representation and pronunciation in their Chinese L1. This generates specific learning problems requiring specific attention since the existence of these two groups within the same classroom presents a challenge for the teachers of Japanese L2. Though LexiFun is a self-learning language learning app, played individually, it can also be used to inspire interaction with classmates (e.g., competing on speed for completing tasks and scores for the correct answers). Our pedagogical goal in designing this App is to cater specifically for the learning needs of these two groups. Our study points towards significant new directions for game design, assessment and teacher training, which present key challenges and opportunities for language education today (e.g., Li, Liu & Boyer 2009, Kawaguchi and Watkins 2015).
Keywords: second language learning; LexiFun; Japanese; Kanji
