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Social media language learning is a method of language acquisition that uses socially constructed Web 2.0 platforms such as wikis, blogs, and social networks to facilitate learning of the target language. Social media is used by language educators and individual learners that wish to communicate in the target language in a natural environment that allows multimodal communication, ease of sharing, and possibilities for feedback from peers and educators.
Proponents of social media language learning are likely to support the theory of language socialization developed by linguistic anthropologists Elinor Ochs and Bambi Schieffelin [1] which claims that language learning is interwoven with cultural interaction and is mediated by linguistic and other symbolic activity. [1] Social media provides an environment that allows users to weave their goal of language acquisition with culturally relevant interactions through a wide array of available platforms that are often categorized as formal for classroom use and informal for personal use.
Educators can integrate social media tools into their existing pedagogy. Online environments used by education professionals include course management systems, wikis, blogs, virtual worlds, and more. [2] Pedagogical use of social media in a language classroom can take a myriad of forms, such as classroom blogs to discuss culturally relevant topics in the target language, social media apps with specialized platforms for classroom use, learning environments developed specifically for schools, and much more.
For Indigenous languages that are vulnerable and critically endangered, social media among other digital technologies can offer access to supportive communities, experienced educators, and other learning opportunities. [3] Through pedagogical use of social media, educators and learners are given the opportunity to engage with Indigenous communities around the world, access a myriad of resources not previously available, and engage in their education in a new medium. [4] Social media language learning is especially pertinent for the Indigenous language classroom because being surrounded by and engaging in meaning conversations aligns with Indigenous cultural values of community. [5] However, classroom-based Indigenous language revitalization efforts have been criticized for failure to promote use and transmission of the language outside of an educational context. [5]
Social media is employed by language learners outside of traditional learning environments. Informal language learning through social media can occur through personal social network use, language learning apps with a social component, online gaming, fan communities, and more.
There are a myriad of language learning websites and apps that rely on social interaction between learners or have a social component. These resources have varying levels of social media elements. One example of an app with a low social element is the popular language learning app Duolingo, which allows users to share their progress and scores with other language learners within a largely independent learning platform.
There are also apps that have a social media foundation. The app Tandem is an example of an app with a more demanding social aspect as an app that is designed specifically for language exchange with other learners. [6] Tandem and other similar apps allow users to work on their skills in the target language with other language learners and teachers through consistent communication via written messaging and audio phone calls. [6] In this way, these social language learning apps can facilitate language learning through real conversations with other community members.
Common social media platforms such as Facebook and Twitter are used by language learners to communicate with other learners and native speakers of the target language. [7] [8] Many social networks include the ability to join virtual groups that either have other language learners as group members or group members with an external shared interest that they communicate about in the target language.
YouTube is another social network that is commonly used by language educators and learners. There are many popular language education channels on YouTube that have a large number of followers that use the video-based platform to learn and interact with other users. [9] Language learners also use this platform to demonstrate their progress with a language, such as YouTuber Evan Edinger who posted popular videos showcasing his knowledge of German as a foreign language.
Stan Twitter is a social network community within Twitter, in which the target language is used but is not the focus of the group. Research done on language acquisition in the Stan Twitter community found that language learning and meme discourse learning happened naturally while engaging in the community's activities and interacting with other members. [10] Some members of online communities such as Stan Twitter are not interested in language learning but acquire the language regardless because of the requirement to use a specific language for communication with group members.
A MMO (massively multiplayer online) game can be used to facilitate language acquisition via their built-in chat functions that enable participants to chat with players that speak different languages. By participating in an interactive gaming experience, players have the opportunity to engage in the target language and help them gain an understanding of conversational norms and grammar constructions. [11] However, language use in video games is highly contextual and many video games use repetitive language that can limit a more holistic understanding of the target language. [12] Games transform the learning process from a passive task to one in which individuals engage actively in the experience of learning by focusing first on meaning. Computer games, researchers' argue, supply authentic environments for language learning, complete with ample opportunities for students to develop and test their emerging target language knowledge. [11]
Computer-mediated communication (CMC) is defined as any human communication that occurs through the use of two or more electronic devices. While the term has traditionally referred to those communications that occur via computer-mediated formats, it has also been applied to other forms of text-based interaction such as text messaging. Research on CMC focuses largely on the social effects of different computer-supported communication technologies. Many recent studies involve Internet-based social networking supported by social software.
Situated learning is a theory that explains an individual's acquisition of professional skills and includes research on apprenticeship into how legitimate peripheral participation leads to membership in a community of practice. Situated learning "takes as its focus the relationship between learning and the social situation in which it occurs".
Blended learning, also known as technology-mediated instruction, web-enhanced instruction, or mixed-mode instruction, is an approach to education that combines online educational materials and opportunities for interaction online with physical place-based classroom methods.
Collaborative learning is a situation in which two or more people learn or attempt to learn something together. Unlike individual learning, people engaged in collaborative learning capitalize on one another's resources and skills. More specifically, collaborative learning is based on the model that knowledge can be created within a population where members actively interact by sharing experiences and take on asymmetric roles. Put differently, collaborative learning refers to methodologies and environments in which learners engage in a common task where each individual depends on and is accountable to each other. These include both face-to-face conversations and computer discussions. Methods for examining collaborative learning processes include conversation analysis and statistical discourse analysis.
Asynchronous learning is a general term used to describe forms of education, instruction, and learning that do not occur in the same place or at the same time. It uses resources that facilitate information sharing outside the constraints of time and place among a network of people. In many instances, well-constructed asynchronous learning is based on constructivist theory, a student-centered approach that emphasizes the importance of peer-to-peer interactions. This approach combines self-study with asynchronous interactions to promote learning, and it can be used to facilitate learning in traditional on-campus education, distance education, and continuing education. This combined network of learners and the electronic network in which they communicate are referred to as an asynchronous learning network.
M-learning or mobile learning is "learning across multiple contexts, through social and content interactions, using personal electronic devices". A form of distance education, m-learners use mobile device educational technology at their convenience time.
Educational technology is the combined use of computer hardware, software, and educational theory and practice to facilitate learning. When referred to with its abbreviation, edtech, it often refers to the industry of companies that create educational technology.
A social networking service or SNS is an online platform which people use to build social networks or social relationships with other people who share similar personal or career content, interests, activities, backgrounds or real-life connections.
Computer-supported collaborative learning (CSCL) is a pedagogical approach wherein learning takes place via social interaction using a computer or through the Internet. This kind of learning is characterized by the sharing and construction of knowledge among participants using technology as their primary means of communication or as a common resource. CSCL can be implemented in online and classroom learning environments and can take place synchronously or asynchronously.
An edublog is a blog created for educational purposes. Edublogs archive and support student and teacher learning by facilitating reflection, questioning by self and others, collaboration and by providing contexts for engaging in higher-order thinking. Edublogs proliferated when blogging architecture became more simplified and teachers perceived the instructional potential of blogs as an online resource. The use of blogs has become popular in education institutions including public schools and colleges. Blogs can be useful tools for sharing information and tips among co-workers, providing information for students, or keeping in contact with parents. Common examples include blogs written by or for teachers, blogs maintained for the purpose of classroom instruction, or blogs written about educational policy. Educators who blog are sometimes called edubloggers.
Social presence theory explores how the "sense of being with another" is influenced by digital interfaces in human-computer interactions. Developed from the foundations of interpersonal communication and symbolic interactionism, social presence theory was first formally introduced by John Short, Ederyn Williams, and Bruce Christie in The Social Psychology of Telecommunications. Research on social presence theory has recently developed to examine the efficacy of telecommunications media, including SNS communications. The theory notes that computer-based communication is lower in social presence than face-to-face communication, but different computer-based communications can affect the levels of social presence between communicators and receivers.
Virtual worlds are playing an increasingly important role in education, especially in language learning. By March 2007 it was estimated that over 200 universities or academic institutions were involved in Second Life. Joe Miller, Linden Lab Vice President of Platform and Technology Development, claimed in 2009 that "Language learning is the most common education-based activity in Second Life". Many mainstream language institutes and private language schools are now using 3D virtual environments to support language learning.
Glogster is a cloud-based (SaaS) platform for creating presentations and interactive learning. A platform that allows users, mostly students and educators to combine text, images, video, and audio to create an interactive, Web-based poster called glogs on a virtual canvas. Glogster facilitates the conveyance of social information in many different fields such as art, music, photography. Users also have access to a library of engaging educational content posters created by other students and educators worldwide. Glogster enables interactive, collaborative education and digital literacy.
Social learning tools are tools used for pedagogical and andragogical purposes that utilize social software and/or social media in order to facilitate learning through interactions between individuals and systems. The idea of setting up "social learning tools" is to make education more convenient and widespread. It also allows an interaction between users and/or the software which can bring a different aspect to learning. People can acquire knowledge by distance learning tools, for instance, Facebook, Twitter, Khan Academy and so on. Social learning tools may mediate in formal or informal learning environments to help create connections between learners, instructors and information. These connections form dynamic knowledge networks. Social learning tools are used in schools for teaching/learning and in businesses for training. Within a school environment, the use of social learning tools can affect not only the user (student) but his/her caretaker as well as his/her instructor. It brings a different approach to the traditional way of learning which affects the student and his/her support circle. Companies also use social learning tools. They used them to improve knowledge transfer within departments and across teams. Businesses use a variety of these tools to create a social learning environment. They are also used in company settings to help improve team work, problem solving, and performance in stressful situations.
Online communication between home and school is the use of digital telecommunication to convey information and ideas between teachers, students, parents, and school administrators. As the use of e-mail and the internet becomes even more widespread, these tools become more valuable and useful in education for the purposes of increasing learning for students, and facilitating conversations between students, parents, and schools.
A virtual learning environment (VLE) in educational technology is a web-based platform for the digital aspects of courses of study, usually within educational institutions. They present resources, activities, and interactions within a course structure and provide for the different stages of assessment. VLEs also usually report on participation and have some level of integration with other institutional systems. In North America, VLE's are often referred to as Learning Management Systems (LMS).
Social media in education is the practice of using social media platforms or technology to enhance the education of students. Social media is defined as "a group of Internet-based applications that build on the ideological and technological foundations of Web 2.0, and that allow the creation and exchange of user-generated content". Social media platforms can be used as a strategy to complete assignments or projects in a technical way. Public serving announcements can be done by students along with service learning as these activities help enhance a student's learning experience and grant them the ability to learn in an online interactive way.
Online learning involves courses offered by primary institutions that are 100% virtual. Online learning, or virtual classes offered over the internet, is contrasted with traditional courses taken in a brick-and-mortar school building. It is a development in distance education that expanded in the 1990s with the spread of the commercial Internet and the World Wide Web. The learner experience is typically asynchronous but may also incorporate synchronous elements. The vast majority of institutions utilize a learning management system for the administration of online courses. As theories of distance education evolve, digital technologies to support learning and pedagogy continue to transform as well.
Virtual exchange is an instructional approach or practice for language learning. It broadly refers to the "notion of 'connecting' language learners in pedagogically structured interaction and collaboration" through computer-mediated communication for the purpose of improving their language skills, intercultural communicative competence, and digital literacies. Although it proliferated with the advance of the internet and web 2.0 technologies in the 1990s, its roots can be traced to learning networks pioneered by Célestin Freinet in 1920s and, according to Dooly, even earlier in Jardine's work with collaborative writing at the University of Glasgow at the end of the 17th to the early 18th century.
Digital Media in education is measured by a person's ability to access, analyze, evaluate, and produce media content and communication in a variety of forms. This media may involve incorporating multiple digital softwares, devices, and platforms as a tool for learning. The use of digital media in education is growing rapidly in today's age, competing with books for the leading form of communication. This form of education is slowly combating the traditional forms of education that have been around for a long time. With the introduction of virtual education, there has been a need for more incorporation of new digital platforms in online classrooms.
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