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Theses and Dissertations
2014
Student perceptions of a mobile augmented reality game and Student perceptions of a mobile augmented reality game and
willingness to communicate in Japanese willingness to communicate in Japanese
Andrea Misao Shea
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Theses and Dissertations
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Pepperdine University
Graduate School of Education and Psychology
STUDENT PERCEPTIONS OF A MOBILE AUGMENTED REALITY GAME AND
WILLINGNESS TO COMMUNICATE IN JAPANESE
A dissertation submitted in partial satisfaction
of the requirements for the degree of
Doctor of Education in Learning Technologies
by
Andrea Misao Shea
May, 2014
Martine Jago, Ph.D. – Dissertation Chairperson
This dissertation, written by
Andrea Misao Shea
under the guidance of a Faculty Committee and approved by its members, has been submitted to
and accepted by the Graduate Faculty in partial fulfillment of the requirements for the degree of
DOCTOR OF EDUCATION
Doctoral Committee:
Martine Jago, Ph.D., Chairperson
Linda Purrington, Ed.D.
Kazue Masuyama, Ph.D.
© Copyright by Andrea Misao Shea (2014)
All Rights Reserved
TABLE OF CONTENTS
Page
LIST OF TABLES ......................................................................................................................... vii
LIST OF FIGURES ..................................................................................................................... viii
ACKNOWLEDGEMENTS ............................................................................................................ ix
VITA ............................................................................................................................................... xi
ABSTRACT .................................................................................................................................. xii
Chapter 1: Introduction .................................................................................................................... 1
Context ................................................................................................................................. 1
Purpose Statement ............................................................................................................... 7
Research Questions .............................................................................................................. 8
Delimitations ....................................................................................................................... 8
Limitations ........................................................................................................................... 8
Assumptions ........................................................................................................................ 9
Terminology ........................................................................................................................ 9
Importance of the Study .................................................................................................... 11
Organization of the Study .................................................................................................. 12
Chapter 2: Conceptual Foundation ................................................................................................ 13
Language Learning ............................................................................................................ 13
Situated Learning ............................................................................................................... 14
Mobile Learning ................................................................................................................ 15
Video Games and Language Learning .............................................................................. 17
Virtual Worlds ................................................................................................................... 19
Augmented Reality ............................................................................................................ 22
Willingness to Communicate in L2 ................................................................................... 29
Summary ............................................................................................................................ 33
Chapter 3: Methodology ................................................................................................................ 35
Researcher Positionality .................................................................................................... 35
Rationale for a Qualitative Case Study Approach ............................................................. 36
Pilot Study ......................................................................................................................... 37
Game Description: Yookoso .............................................................................................. 42
Research Timeline ............................................................................................................. 50
Sample ............................................................................................................................... 51
v
Research Tools .................................................................................................................. 51
Research Questions and Methods ...................................................................................... 54
Data Collection Techniques ............................................................................................... 54
Data Analysis ..................................................................................................................... 57
Human Subjects Considerations ........................................................................................ 59
Summary ............................................................................................................................ 61
Chapter 4: Findings ....................................................................................................................... 62
Demographic Survey ......................................................................................................... 62
Observations ...................................................................................................................... 63
Game Objects .................................................................................................................... 66
Game Artifacts ................................................................................................................... 67
Interviews .......................................................................................................................... 68
Participants ........................................................................................................................ 70
Selected Quotes ................................................................................................................. 73
Cross-case Analysis ........................................................................................................... 85
Summary ............................................................................................................................ 94
Chapter 5: Discussion .................................................................................................................... 95
Key Themes ....................................................................................................................... 96
Research Questions .......................................................................................................... 101
Project Evaluation ............................................................................................................ 108
Recommendations for Future Research ........................................................................... 112
Conclusions ..................................................................................................................... 113
REFERENCES ............................................................................................................................ 116
APPENDIX A: Game User's Guide ............................................................................................ 132
APPENDIX B: Game Observation Protocol ............................................................................... 143
APPENDIX C: Semi-structured Interview Guide ....................................................................... 144
APPENDIX D: Data Collection Log ........................................................................................... 145
APPENDIX E: Invitation to Participate in Study ........................................................................ 146
APPENDIX F: Informed Consent for Participation Form .......................................................... 148
APPENDIX G: Research Information Sheet ............................................................................... 151
APPENDIX H: Demographic Survey ......................................................................................... 153
APPENDIX I: Game Play Log .................................................................................................... 154
APPENDIX J: ARIS Web-based Editor ...................................................................................... 159
vi
APPENDIX K: Server Log Example .......................................................................................... 160
APPENDIX L: HyperRESEARCH Coding Screenshot .............................................................. 161
APPENDIX M: IRB Approval Notice ........................................................................................ 162
vii
LIST OF TABLES
Page
Table 1. WTC Antecedent Variables and Mobile AR Game Affordances .................................. 34
Table 2. Antecedents to WTC and Game Characteristics ............................................................ 43
Table 3. Game Audio Prompts ..................................................................................................... 47
Table 4. Hidden Game Prompts ................................................................................................... 48
Table 5. Research Timeline .......................................................................................................... 50
Table 6. Research Questions and Methods ................................................................................... 54
Table 7. Demographic Survey Results ......................................................................................... 63
Table 8. Audio Prompts Found by Participants ............................................................................ 66
Table 9. Text Prompts Found by Participants .............................................................................. 66
Table 10. Game Results ................................................................................................................ 67
Table 11. Evidence of WTC Antecedents .................................................................................... 69
Table 12. Game Characteristics .................................................................................................... 69
Table 13. WTC Antecedent Content-Analytic Summary ............................................................. 86
Table 14. Game Characteristic Content-Analytic Summary ........................................................ 90
Table 15. Data Collection Log ................................................................................................... 145
Table 16. Game Play Log ........................................................................................................... 155
viii
LIST OF FIGURES
Page
Figure 1. Example of a 2D barcode. ................................................................................................ 4
Figure 2. Screenshot of a class meeting within the Second Life virtual world. ............................ 20
Figure 3. ARIS application user interface on an iPhone. .............................................................. 28
Figure 4. Model of variables influencing WTC. ........................................................................... 30
Figure 5. Portion of MacIntyre and Charos’ (1996) model of L2 communication applied to adult
French learners. .............................................................................................................. 31
Figure 6. Model depicting relationship between AR mobile games, trait and situational variables,
and L2 WTC. .................................................................................................................. 32
Figure 7. Example screenshot from the first pilot game. ............................................................... 39
Figure 8. Second pilot game screenshot. ....................................................................................... 41
Figure 9. Welcome screen. ............................................................................................................ 45
Figure 10. Screenshots of audio prompt and corresponding text item. ......................................... 46
Figure 11. In-game map with audio prompt icons. The dot indicates the location of the player. . 48
Figure 12. Example of a hidden game prompt. ............................................................................. 49
Figure 13. Game inventory screenshot. ......................................................................................... 50
Figure 14. Participant typing notes on her iPad. ............................................................................ 65
Figure 15. iPad notes in English and Japanese. ............................................................................. 65
Figure 16. Participant use of the game’s recording feature. .......................................................... 68
Figure 17. Findings to themes grouping ........................................................................................ 96
ix
ACKNOWLEDGEMENTS
I wish to thank my dissertation chairperson Dr. Martine Jago. It has been such a pleasure
and honor to work with you. You are everything a doctoral student could ever ask for in a
chairperson: knowledgeable, supportive, caring, and dedicated to your profession. I would also
like to thank my dissertation committee members—Dr. Linda Purrington and Dr. Kazue
Masuyama—for providing guidance, advice, and encouragement that greatly improved my study
and resulting paper. The three of you exemplify the kind of education professional I hope to
become.
I would also like to thank my fellow cadre mates for making my years at Pepperdine
enjoyable and memorable. I will always treasure the camaraderie and consider myself lucky to
be able to count every member of CFKA16 as a friend and colleague. I would especially like to
thank Angel Hamane, Vicky Kim, and Amanda Schulze for being the best travel-mates,
roommates, and study-mates ever. I look forward to moving our weekly online conversations
from Skype to the latest virtual gaming world!
Thanks also to the faculty and staff at Pepperdine University’s Graduate School of
Education and Psychology. You provided excellent guidance and support within a hybrid
program that made distance-learning work.
Thank you to my family and colleagues who have supported me throughout this journey.
Thank you to my parents, George and Elaine, who instilled in us the importance of education
while we were growing up. To my colleagues JoAnn Aguirre, Esther Hattingh, and Francie
Dillon: thank you for allowing me to bounce ideas off of you. Our informal talks about education
and technology helped solidify all the ideas that were swirling in my head. Junko Ito and Haruko
x
Sakakibara, thank you so much for your continued support in the use of technology in language
learning.
One of the most enjoyable aspects of this endeavor was the opportunity to work with the
students in this study. Thank you to the participants for the time spent playing the game and for
providing valuable feedback and insightful comments.
I would not have been able to conduct my study without the ARIS platform. Thank you
to the ARIS developers and the ARIS user’s forum members. I look forward to seeing the
continued growth and development of ARIS.
Last, and certainly not least, I would like to thank my husband and best friend Phil for
supporting me 100% throughout my studies. You were always there to proofread, cook dinner,
and pick me up at the airport from yet another school-related trip.
xi
VITA
EDUCATION
2014 Doctorate in Education in Learning Technologies, Pepperdine University,
Graduate School of Education and Psychology. Los Angeles, California.
1997 Master of Education in Educational Technology, University of Hawaii, Manoa.
Honolulu, Hawaii.
1991 Master of Science in Computer Science, University of Southern California. Los
Angeles, California.
1985 Bachelor of Science in Computer Science, University of Hawaii, Manoa.
Honolulu, Hawaii.
TEACHING EXPERIENCE
2009-2012 Instructor, California State University, Sacramento.
EDS 113: Introduction to Technology-Based Teaching Strategies in Career
Technical Education
1997-1998 Instructor, University of Hawaii, Manoa.
EDCI 571: Practicum in Curriculum Development
ETEC 503: Technology Skills for Educators
ETEC 442: Computers in Education
PROFESSIONAL EXPERIENCE
2011-2013 Learning Technologist, College of Continuing Education, California State
University, Sacramento
2006-2011 Online Learning Services Manager, College of Continuing Education, California
State University, Sacramento
1999-2006 Information Technology Consultant
Academic Technology and Creative Services / University Computing &
Communications Services, California State University, Sacramento
1997-1998 Computer Specialist, Curriculum Research & Development Group, University of
Hawaii, Manoa
1990-1993 Expert System Software Engineer, Systems Integration Group, TRW, Inc.,
Redondo Beach, California
1986-1990 Test System Software Engineer, Space & Technology Group, TRW, Inc.,
Redondo Beach, California
xii
ABSTRACT
Communication is a key component in learning a second language (L2). As important as the
ability to communicate in the L2 is the willingness to use the L2 or, what has been identified in
the literature as Willingness to Communicate (WTC). Language is best learned when situated in,
and based on, real-life experiences. Technological tools such as virtual worlds, mobile devices,
and augmented reality (AR) are increasingly used to take language learning outside of the
classroom. The affordances (e.g., portability, engagement, context-sensitivity) of these tools may
have an impact on the following WTC antecedents: perceived competence, reduced L2 anxiety,
security, excitement, and responsibility. The nature of this impact suggests that an AR mobile
game may positively affect students’ WTC. The purpose of this case study was to examine
student perceptions regarding the use and design qualities of an AR mobile game in the language
learning process and the effect of these qualities on student perceptions of their WTC. Nine
students in a second-year Japanese language class at an institute of higher education in California
participated in the study by playing an AR mobile game for three weeks. Data were collected
through a demographic survey, game-play observations, game artifacts in the form of images and
audio, game log data, and interviews. Findings suggest that AR mobile games can provide a
viable means to take language learning outside the classroom and into self-selected spaces to
affect positively students’ WTC. From this investigation, it is evident that AR mobile language
learning games can: (a) extend learning outside the classroom, (b) reduce L2 anxiety, and (c)
promote personalized learning.
1
Chapter 1: Introduction
As the global playing field becomes flatter, opportunities for people to collaborate
transnationally in academic, scientific, and manufacturing projects are becoming more numerous.
Friedman (2007) describes the concept of “flatness” as “how more people can plug, play,
compete, connect, and collaborate with more equal power than ever before” (p. 2). Preparing the
workforce through the inclusion of globalization in higher education is now paramount.
Proficiency in a foreign language is a necessary and important element of globalization studies
(Brustein, 2007). Yankelovich (2005, p. 4) identified “the need to understand other cultures and
languages” as one of five trends to be embraced in higher education circles by the year 2015 in
order for the United States to keep up with, and adapt to, the outside world. In this respect, there
is no denying that learning a foreign language is an essential means for today’s learners to
become citizens of the world.
Context
Communication is a key component in learning a second language (L2). However, as
important as the ability to communicate in the L2 is the willingness to use the L2 or, what has
been identified in the literature as Willingness to Communicate (WTC). WTC in an L2 has been
defined as a learner’s “readiness to enter into discourse at a particular time with a specific person
or persons, using a L2” (MacIntyre, Dörnyei, Clément, & Noels, 1998, p. 547). In other words,
WTC is the likelihood of a person initiating communication in an L2 with others in a specific
situation. Research has shown that learners who demonstrate a higher level of WTC have
increased frequency and greater amount of L2 usage (Clément, Baker, & MacIntyre, 2003;
Hashimoto, 2002; MacIntyre & Charos, 1996; Yashima, Zenuk-Nishide, & Shimizu, 2004).
2
Language is best learned when situated in, and based on, real-life experiences (Dewey,
1938; Lave & Wenger, 1991). Indeed, research has shown that in order to be effective, language
learning cannot take place solely within the confines of a classroom; it is most successful when
used in real-life situations, ideally in a country where the language is spoken (Inozu,
Sahinkarakas, & Yumru, 2010; Ogata & Yano, 2004; Riney & Flege, 1998). First language (L1)
acquisition typically takes place at an early age in the home environment. However, learning a
foreign language (L2) in a country where it is not designated as an official language can be a
challenge. Even in a country as linguistically diverse as the United States, it can be difficult to
find opportunities to practice a foreign language outside of the classroom in authentic situations.
A number of technological tools have been used to take language learning outside of the
classroom: (a) virtual worlds, (b) mobile devices, and (c) augmented reality (AR).
Virtual worlds, such as Second Life, have been used as extensions of language
classrooms in lieu of language learners being physically present in countries where the target
language is the official language (Jauregi, Canto, de Graaff, Koenraad, & Moonen, 2011;
O’Brien & Levy, 2008; Yu, Song, Resta, Chiu, & Jang, 2013). Virtual worlds are computer-
generated three-dimensional simulations in which users are represented on-screen by personal
avatars, and the users can communicate with others through gestures, text, and voice. Studies
suggest that experiences in virtual worlds enhance participants’ awareness of the target language,
and participants have expressed positive attitudes toward language learning in virtual worlds
(Peterson, 2010; Wehner, Gump, & Downey, 2011; Zheng, Young, Brewer, & Wagner, 2009).
The mobile device is another technological tool that has been used to take language
learning beyond the classroom. Cell phones, personal digital assistants (PDAs), and more
recently, smartphones and tablet computers can enhance language lessons. Mobile technologies
3
afford several characteristics that make them an ideal platform for language learning: portability,
social interactivity, context sensitivity, connectivity, and individuality (Klopfer, Squire, &
Jenkins, 2002). Studies show how mobile devices have been used for language learning through
dictionary lookups (Meurant, 2007; Petersen & Markiewicz, 2008), review exercises (Lin, Kajita,
& Mase, 2007), vocabulary exercises via text messaging and email (Kiernan & Aizawa, 2004;
Levy & Kennedy, 2005; Thornton & Houser, 2005), podcasts (Abdous, Camarena, & Facer,
2009), and e-books (Fisher et al., 2009).
A third technology tool is AR, which brings elements of the virtual world into the real
world through the use of mobile devices. Although numerous studies have been conducted
separately on mobile devices and virtual worlds for language learning (Abdous et al., 2009;
Meurant, 2007; Peterson, 2010), little research has been done on using the real world, augmented
by mobile technology, for language learning. Within a virtual world, the learner is immersed in
an environment that exists fully on a computer, whereas in AR, students interact with the real
world using mobile computers that can determine their location to facilitate location-based
learning. AR enhances the real world through the use of location-based technologies such as
markerless Global Positioning System (GPS) receivers or marker-based strategically-placed 2D
barcodes (also known as Quick Response or QR codes). These markers are computer-generated
codes that can be included on physical items such as posters, business cards, and merchandise
(Johnson, Levine, Smith, & Stone, 2010). See Figure 1 for an example of a 2D barcode. Many
mobile devices contain software that enables the scanning and interpretation of these codes,
which then redirects the user to a website or displays other content, such as images or contact
information. Student-owned mobile devices such as smartphones and tablet computers that
contain GPS or 2D barcode-scanning software are now becoming ubiquitous on college
4
campuses (Zickuhr, 2011), making the mobile device an excellent platform for AR software and
taking language learning outside of the classroom.
Figure 1. Example of a 2D barcode.
AR technology has been in existence for approximately 20 years as documented in
Azuma’s (1997) seminal paper on early AR systems. These early systems were used in
disciplines such as medicine, robotics, entertainment, manufacturing, and military navigation and
required cumbersome head-mounted displays (Caudell & Mizell, 1992). More recently, mobile
AR applications for learning have been developed and used mainly in the area of science inquiry
(Bressler, 2012; Mathews, Holden, Jan, & Martin, 2008; Squire & Jan, 2007; Squire & Klopfer,
2007). The few studies that have been conducted on AR language learning used 2D barcode (Liu,
Tan, & Chu, 2007) or RFID (Radio Frequency IDentification) technologies (Ogata & Yano,
2004) rather than the markerless automatic location detection that comes with GPS or through
Wi-Fi positioning. One notable exception is the Mentira project which used the Wi-Fi
positioning technology on Apple iPods (Holden & Sykes, 2011). Mentira was created for use in
upper division Spanish classes at the University of New Mexico using an AR game development
platform called ARIS (Augmented Reality for Interactive Storytelling: http://arisgames.org/).
However, the Wi-Fi positioning technology, although more accessible than 2D barcode or RFID
technologies, is not as reliable or accurate as GPS because of variability in Wi-Fi signal strength
(Klopfer, 2008), and reliance on the integrity of Wi-Fi database entries.
5
The use of smartphones by college students has increased significantly in the past few
years. According to eMarketer data, at the end of 2011 approximately 60% of college students
owned a smartphone, which was a 30% increase from 2010 (Boyle, 2012). Students use the
computing capabilities of their smartphones for various activities that range from reading books
(25%) to accessing the Internet (90%). These data also showed that almost three-quarters of the
students played games on their smartphones at least once a week.
It is well documented that video games are a popular pastime with college-aged adults
(Jones, 2003; Lenhart, Jones, & Macgill, 2008; Ogletree & Drake, 2007). Online games are no
exception. According to an eMarketer survey, approximately 45% of online gamers fall within
the 18-34 year old age group (Phillips, 2011).
The amount of time that a student spends in a classroom in a typical undergraduate
program is insufficient to achieve oral proficiency in a foreign language (Malone, Christian,
Johnson, & Rifkin, 2003). The Foreign Service Institute (FSI) determined the amount of time it
takes their students to achieve certain levels of oral proficiency in different languages. As an
example, a Category I language such as French or Spanish takes 575-600 class hours to achieve
level 3 (general professional proficiency) on the Interagency Language Roundtable (ILR) scale.
At the opposite end, a Category III language such as Arabic or Japanese, which is considered to
be exceptionally difficult for native English speakers, takes 2200 class hours to achieve ILR
level 3 (Malone & Montee, 2010). According to Malone et al. (2003), the typical undergraduate
foreign language program after two years offers only 180 class hours. Even if the number of
hours were to be doubled to reflect a four-year language program, there would still be a great
deficiency in the number of classroom hours compared to the number of hours required for
6
proficiency. Hence, in order to move closer to proficiency, students would benefit by spending
more hours outside of the classroom improving their oral skills.
Given the popularity of smartphones and online games among college students, the
benefits of AR technology in situated learning, the importance of WTC in an L2, and the hours
of study required to become proficient in a language, there appears to be a need to explore the
efficacy of the application of the combined technologies of AR, mobile devices, and games in
support of WTC in language learning outside of the classroom.
In the U.S., Japanese language learning is categorized as Foreign Language (FL) learning
in which students are exposed to the Japanese language mainly in the classroom because it is not
the official language of the U.S. This stands in contrast to Second Language (SL) learning in
which students are exposed to the target language (TL) both inside and outside of the classroom.
For example, non-Japanese students who study Japanese in Japan would be considered SL
learners. AR can bring the experience of FL learning closer to that of SL learning by simulating
the experiences that SL learners enjoy by simply being in the TL country.
The delivery mode of an FL class at the university level is typically not conducive to
situated learning: the instructor is often the only native speaker with whom the students interact.
Moreover, this interaction tends to be in a lecture format and does not necessarily include social
engagement. In a mobile AR game, however, places on campus such as a bookstore, coffee shop,
or fast-food restaurant similar to those that a student may encounter in Japan can be used as
learning locations. The students will be able to interact appropriately with non-player characters
(NPCs) such as fast-food clerks or other customers.
This study was conducted with Japanese language students at a public university in
California. To ensure confidentiality, the university will be referred to as California University
7
(CU) throughout this dissertation. Names of buildings and locations on the campus have also
been changed or rendered unreadable for confidentiality purposes. The Japanese language
program at this university is part of the East Asian language department. The department awards
both major and minor degrees in the Japanese language. The university requires all Bachelor of
Arts candidates to complete three courses in one foreign language and Bachelor of Science
candidates as required in their major program. In the Spring 2013 quarter, there were
approximately 300 students enrolled in Japanese language classes at this university.
The Japanese language classes are held Monday through Friday for 50 minutes per
session. A typical class consists of 25 students and is taught by one instructor. The classes are
taught in a traditional, lecture-based format.
In a 2012 survey of students who use the computer rooms at this university, 49.2% of the
respondents indicated that they owned a smartphone. This is an increase from 34.9% in the
previous year, based on data from a similar survey. An informal survey administered as part of a
pilot study for an AR mobile game in the Spring 2013 quarter to students in an intermediate
Japanese course found that 66% of the students owned smartphones and 63% of the students
played video games on either their smartphones or computers.
Purpose Statement
The purpose of this study was to examine student perceptions regarding the use and
design qualities of an augmented reality mobile game in a Japanese language course at an
institute of higher education in California. This study explored if and how the game’s use and
design qualities affected students’ perceptions of their Willingness to Communicate in Japanese.
8
Research Questions
This study addressed the following research questions:
1. How do students participating in a second-year Japanese language course at a
California public university describe the ways in which playing a mobile AR game influenced
their WTC in the Japanese language?
2. What characteristics of a mobile AR game do students participating in a second-year
Japanese language course at a California public university attribute to influencing their WTC in
the Japanese language?
The individual student cases formed a multiple case study, which yielded greater insight
into AR mobile language learning experiences through both individual and cross-case analysis
(Miles & Huberman, 1994; Yin, 2009). According to Miles and Huberman (1994), reasons for
using cross-case analysis include enhancement of generalizability and “to deepen understanding
and explanation” (p. 173, emphasis in the original). They further state that “Multiple cases not
only pin down the specific conditions under which a finding will occur but also help us form the
more general categories of how those conditions may be related” (p. 173).
Delimitations
Delimitations of the research included the study location, timeframe, and sample. The
study took place at an institution of higher education in California during the Fall 2013 quarter.
All students enrolled in four sections of a second-year Japanese language class were considered
eligible to participate in this study.
Limitations
A limitation of this study was the sample size. As it was a requirement to have access to
an iPhone, this disqualified students who did not own smartphones or those who had other types
9
of smartphones such as Android or Blackberry devices. Another limitation was that the
participants were volunteers. Students who were not technologically savvy may have decided not
to volunteer because of the technological nature of the study. Since the study also investigated
WTC, students who did not feel comfortable communicating in Japanese may not have
volunteered to participate in the study. Therefore, the students who participated in this study may
not have been representative of other students enrolled in the course.
Timing and schedules were also limitations. Since this university runs on a quarter
system, there was only a small window of time that could be used for this study that did not
impinge on the students’ final exam schedules.
Assumptions
It was assumed that all participants in this study would be truthful and candid in their
responses in the survey and interview questions. The researcher selected the topic of inquiry.
However, for the purpose of this study, researcher bias was eliminated as much as possible. To
ensure objectivity, the Pepperdine Graduate and Professional Schools Institutional Review Board
(IRB) assessed research design and data collection strategies. This study also assumed that
language learning could be enhanced by technology.
Terminology
The following definitions of key terms and concepts will be used throughout this paper.
2D barcode. An optically encoded machine-readable 2-dimensional representation of
data. The data are usually retrieved with an optical scanner or camera.
Augmented reality (AR). “A situation in which a real world context is dynamically
overlaid with coherent location or context sensitive virtual information” (Klopfer & Squire, 2008,
p. 205).
10
Global Positioning System (GPS). An electronic navigation system that determines the
user’s location within approximately three meters. GPS only works outdoors and in locations
where the device has line-of-sight view of multiple GPS satellites (http://www.gps.gov/).
iOS. Operating system for Apple mobile devices such as the iPhone, iPod Touch, and
iPad (http://www.apple.com/ios/).
Marked AR. AR that uses 2D barcodes or RFID tags to provide location-specific
information as input to the application running on a mobile device (Pence, 2011).
Markerless AR. AR that uses the physical location data from a GPS receiver on the
mobile device as input to the application running on a mobile device (Pence, 2011). Wi-Fi
positioning systems provides similar functionality.
Massively Multiplayer Online Role-Playing Game (MMORPG). A genre of online games
in which many players interact with fictional characters and each other in a virtual world.
Non-player character (NPC). A fictional character generated and controlled by gaming
software.
Personal Digital Assistant (PDA). A palm-size mobile computer, typically with a touch-
screen interface.
Short Message Service (SMS). System that allows mobile phone users to send and receive
text messages.
Smartphone. A mobile phone that has advanced features such as a camera, GPS, Internet
access, and the capability to run software applications. Smartphones typically have touch screens.
Tablet computer. A mobile computer that is larger than a mobile phone but smaller than a
laptop. Tablet computers typically have touch screens.
11
Virtual world. “Persistent, avatar-based social spaces that provide players or participants
with the ability to engage in long-term, coordinated conjoined action” (Thomas & Brown, 2009,
p. 37). Avatars interact with other avatars as they navigate through the virtual world (Williamson,
2009).
Wi-Fi. A short-range wireless computer network. Wi-Fi often serves as a gateway to the
Internet.
Wi-Fi Positioning. Technique used to approximate a device’s position by referencing
known Wi-Fi access points.
Importance of the Study
The contribution of AR mobile games to the language learning experience, especially in
the area of WTC, needs to be examined. In this study, students who are not exposed daily to
Japanese speakers were able to interact with a Japanese-speaking and writing NPC in the virtual
environment of the game, thus also increasing their time spent in language learning outside of the
classroom. AR allows students to experience situated learning, which occurs through social
engagement in context and not simply through the acquisition of knowledge (Lave & Wenger,
1991).
Studies of language learning have been conducted in the areas of virtual worlds and
mobile learning (Abdous et al., 2009; Meurant, 2007; Peterson, 2010), however little research
has been carried out using the real world for language learning, augmented by mobile technology.
An investigation that bridges the gap between these two areas of research was necessary.
This study targeted WTC in the Japanese language; however, it is anticipated that the
outcome will contribute to a deeper understanding of how mobile AR game-based learning might
be used to foster learning in other languages.
12
Little research to date has been done on the use of mobile AR technology to situate
language learning, specifically in the area of WTC in the real world, outside of the traditional
higher education classroom. This study contributes to the body of knowledge on language
learning and andragogy but may well also contribute to second language acquisition and
pedagogy.
Organization of the Study
This study is organized into five chapters, a reference, and appendices. Chapter 1
introduced the study. It included the context of the study, purpose statement, research questions,
delimitations, limitations, assumptions, terminology, and importance of the study. Chapter 2
presents a review of the related literature on the conceptual areas of situated learning, mobile
learning, video games and language learning, virtual worlds, augmented reality, andragogy,
second language acquisition, and willingness to communicate in a second language. Chapter 3
describes the research design and methodology of the study. In Chapter 4, the data findings are
presented. Chapter 5 offers an analysis of the findings, a presentation of conclusions, and
recommendations for further research.
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Chapter 2: Conceptual Foundation
The main conceptual areas for this study are situated learning, mobile learning, video
games and language learning, virtual worlds, augmented reality (AR), and willingness to
communicate (WTC) in a second language. Each of these components contributes to an
understanding of the need for an exploration of mobile AR games in foreign language learning.
Language Learning
As this study focuses on the language learning experience of college-aged students, the
area of andragogy needs to be outlined. Malcolm Knowles defined andragogy as the “art and
science of helping adults learn” (1980, p. 43). This concept is in contrast to the term pedagogy,
which is the art and science of teaching children. Knowles stated that adult learners: (a) are self-
directed, (b) can draw on life experiences, (c) have social roles that affect their learning needs,
and (d) have immediate need for application of knowledge.
There are many schools of thought regarding how the first language (L1) is acquired.
Many educators would agree that this phenomenon occurs naturally in a home environment
(Lightbown & Spada, 2006). Second Language Acquisition (SLA) occurs when a learner lives in
the country where the target language (TL) is spoken. This is in contrast to Foreign Language
(FL) learning in which the learner lives in a location where the TL is not generally spoken
(Oxford & Shearin, 1994). SL learners have the benefit of experiencing the TL both inside and
outside of the classroom. FL learners, on the other hand, typically experience the TL only in a
classroom environment.
In an attempt to bring FL learning closer to that of SL learning, Terrell (1982, p. 121)
promoted the concept of a “Natural Approach” to language learning. In the Natural Approach,
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more emphasis is placed on real communication and less on grammatical structures and
audiolingual skills.
Also with the goal to move FL learning closer to that of SL learning, Stephen Krashen
(1982) states that the optimal input for language learning should be comprehensible and set in
low anxiety situations. The input should also be interesting to the acquirer (student).
Language learning consists of the four areas of listening, speaking, reading, and writing.
This study focuses on the speaking aspect of FL learning.
Situated Learning
Brown, Collins, and Duguid (1989) assert that knowledge cannot be separated from the
situation or activity in which it is used and that in order for meaningful learning to take place, it
needs to be embedded in authentic situations. Lave and Wenger (1991) offer a similar definition:
they suggest that learning occurs through social engagement, in context, and not simply through
the acquisition of knowledge. A key component of this concept is the notion that new members
of a community participate from the boundary, or what Lave and Wenger (1991) call legitimate
peripheral participation (LPP). Although the words boundary or peripheral may seem to imply
insignificance, quite the opposite is true. Wenger (1998) states that peripherality allows for “an
approximation of full participation that gives exposure to actual practice” (p. 100). In terms of
legitimacy, “learning is not merely a condition for membership, but is itself an evolving form of
membership” (Lave & Wenger, 1991, p. 53). In other words, newcomers must be accepted and
treated as legitimate members of this community. These new members spend time observing and
learning from more experienced members of the community, until they eventually become fully-
fledged members themselves.
15
Situated language learning. In situated language learning, the community for a
language learner consists of other learners of the language along with native speakers of the L2.
Several studies on situated learning and LPP in language learning have been conducted in areas
such as university group projects (Leki, 2001), academic publishing (Flowerdew, 2000), ESL
adult immigrant experiences (Norton, 2001), graduate academic communities (Morita, 2004),
and tutored writing sessions (Young & Miller, 2004).
In a multiple case study of Japanese graduate students at a Canadian university, Morita
(2004) described the students’ experiences in participating on the periphery as newcomers to
several L2 academic communities at the university. Morita followed the students’ progression
toward becoming competent members of these communities. The study found value in inquiring
into the students’ perspectives and not just relying upon observations to understand their
participation as members of the communities.
Mobile Learning
Mobile phone usage is pervasive in the U.S. today, including on college and university
campuses. The Pew Research Center (Zickuhr, 2011) reports that 85% of Americans over the age
of 18 own a cell phone. Additionally, with the advent of smartphones and tablet computers,
mobile devices have become much more powerful than their predecessors. Klopfer, Squire, and
Jenkins (2002) describe five properties that make mobile devices attractive platforms for
learning:
Z Portability: mobile devices are small enough that they are almost always in one’s
possession
Z Social interactivity: allows for exchange of data and collaboration with other people
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Z Context sensitivity: allows for the collection of data based on one’s current location
and environment
Z Connectivity: mobile devices can be connected to other devices through wireless
access points and cell phone networks thus allowing for a true shared environment
Z Individuality: provides for individualized scaffolding that is customized to the user.
Writing web logs, or what is more commonly referred to as ‘blogging’, is one way of
taking advantage of the mobile platform for learning. Huang, Jeng, and Huang (2009)
investigated the effects of mobile blogging on learning at a university in Taiwan. This study
found that mobile blogging allowed for better integration of blogging into the students’ daily
lives because of its mobility aspect. Students were able to blog at any time or place without the
need to sit in front of a computer. As a result, the researchers determined that this system
provided a more authentic context for learning.
Mobile language learning. Several studies have explored the use of mobile devices for
language learning. Cavus and Ibrahim (2009) and Lu (2008) investigated the use of Short
Message Service (SMS) as a means for studying vocabulary. Lu’s study found that students
using mobile devices had greater vocabulary gains than the control group that used traditional
paper-based methods for studying vocabulary. The participants in the mobile device group also
showed positive attitudes toward learning via mobile phone. All the participants in Cavus and
Ibrahim’s study reported that they enjoyed using mobile devices to study vocabulary as well. In
their study of mobile community blogs for language learning, Petersen, Chabert, and Divitini
(2006) found that a community blog extends learning outside of the classroom and facilitates
collaboration between students.
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Situated mobile learning. Mobile technologies support situated learning by the distinct
characteristic of the user always having their mobile devices on their person. Mobile devices can
also take advantage of ‘context-awareness’ (Naismith, Lonsdale, Vavoula, & Sharples, 2004, p.
14) by using information from the environment such as location through the GPS receiver in the
mobile device. Ogata et al. (2006) found that with the assistance of a mobile system called
Language-learning Outside the Classroom with Handhelds (LOCH), students were active
participants in gathering real-life situational information such as photos to complete tasks. The
students perceived that the LOCH system aided them in the learning of local expressions and
allowed them to practice situationally what they learned in class. The instructors reported that
students seemed more confident in speaking the language after using the LOCH system to
practice in real-life social situations.
There may be challenges to learning via mobile technology. Cognition overload can
occur with small screen sizes and the need to jump from screen to screen in order to complete a
task. Kim and Kim (2012) looked at the effects of screen size on vocabulary learning for Korean
middle-school students studying English and found that the smaller screen sizes created higher
cognitive loads for the students. In their study of the AR game Alien Contact! with high-school
students, Dunleavy, Dede, and Mitchell (2009) found that students reported feeling “frequently
overwhelmed and confused with the amount of material and complexity of tasks” (p. 17) that
needed to be performed in order to play the game.
Video Games and Language Learning
History of Computer-Aided Language Learning (CALL). As its name suggests, the
field of Computer-Aided Language Learning involves the use of computers in language teaching
and learning. In the 1960s and 1970s, mainframe and mini-computers were used for drill-and-
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practice exercises in which the computer performed the role of a tutor (Bush, 2008; Warschauer,
1996). One of the better-known learning systems was called Programmed Logic for Automatic
Teaching Operations (PLATO), created by the University of Illinois in 1960 (Sanders, 1995) and
later purchased by the Control Data Corporation (Hart, 1995). The PLATO IV system consisted
of large stations with plasma panels rather than the typical text-based Cathode Ray Tube (CRT)
screens that were common at that time. In addition to offering a crisper display, these plasma
panels could also display graphics and foreign language fonts (Hart, 1995). These stations were
connected to a timeshared mainframe computer, which allowed multiple users to access the same
computer resources simultaneously.
In the late 1970s and 1980s, the personal computer became widely available. Users did
not need to rely on having access to a timeshared mainframe computer. Instead, they had a
powerful machine of their own to use at any time. Drill-and-practice exercises were still
available through floppy disks and other media. However, language instructors could now create
their own learning activities that incorporated multimedia through the use of authoring software
such as HyperCard (Warschauer, 1996).
With the start of widespread availability of the World Wide Web in the 1990s, resources
for language learning grew rapidly. As anyone could create web pages, authentic content in an
L2 became readily available. Language instructors were also able to take advantage of web-
based game authoring software such as Quia (http://www.quia.com) and Hot Potatoes
(http://hotpot.uvic.ca/) to create their own learning activities and make them available to anyone
on the Internet. Students could also subscribe to instructor-created material through the RSS
(Rich Site Summary or Really Simple Syndication) technology, which pushes podcast and blog
entries to users. Synchronous communication through free Internet applications such as Skype
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(http://www.skype.com) and Google Hangouts (http://www.google.com/+/learnmore/hangouts/)
allow learners to communicate in the L2 in real-time with their instructors or other native
speakers.
Games. One form of CALL is computer or video gaming. Although many definitions for
the term game exist (Costikyan, 2002; K. Salen & Zimmerman, 2004), this study uses the
following definition: “A game is a form of play with goals and structures” (Maroney, 2001, p. 1).
Much of the research involving games and language learning is based on games
specifically created for language learning (Hubbard, 1991; Warschauer & Healey, 1998; Yip &
Kwan, 2006). However, recent research has shown that games not specifically meant for
classroom use are being used to supplement language learning. In their review of Web 2.0 tools
(for example blogs and wikis) and the use of games in language learning, Sykes, Oskoz, and
Thorne (2008) found that these immersive digital spaces facilitate the blurring of lines between
study and play, so that students may transition seamlessly between learner and player, or
information consumer and producer.
The results of a study that used the MMORPG game EverQuest 2 as a tool for learning
English as a second language showed that for intermediate and advanced English learners,
participation in the game increased their vocabulary by 40%. The researchers also concluded that
this MMORPG provided motivation for learning through a desire to communicate with players
whose native language was the students’ target language (Rankin, Gold, & Gooch, 2006).
Virtual Worlds
Situated learning can occur through the use of technology, particularly in virtual worlds.
Thomas and Brown (2009, p. 1) define virtual worlds as “persistent, avatar-based social spaces
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that provide players or participants with the ability to engage in long-term, coordinated conjoined
action.” Characteristics of virtual worlds include:
Z Persistence: world exists even after the user exits the world
Z Shared Space in Real Time/Synchronous: multiple users participate in the world
simultaneously
Z Virtual Representation of Self: avatars represent users in the world
Z Networked Computers: participants gain access to the world through networked
computers
Z Interactivity: users communicate and collaborate with each other in the world (Bell,
2008; Williamson, 2009).
One of the largest virtual worlds is Second Life (http://secondlife.com). Participants
access Second Life via the Internet through a free application available on multiple computer
platforms from Linden Lab (http://lindenlab.com). In Second Life, users (residents) create three-
dimensional avatars to represent their online persona in the virtual world, and residents can
communicate with each other via gesture, text, or voice. See Figure 2 for a screenshot of a class
meeting in Second Life.
Figure 2. Screenshot of a class meeting within the Second Life virtual world.
Screenshot reproduced with permission of Linden Lab.
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Virtual worlds and language learning. Virtual worlds have been used as extensions of
language classrooms in lieu of language learners being physically present in countries where the
target language is the official language. According to their review of virtual worlds and online
games in language learning, Thorne, Black, and Sykes (2009) found that virtual worlds such as
Second Life promoted interactions similar to what students would experience in real life.
Boundaries, which separated language study from social life, were blurred while in a virtual
world.
Affective factors related to language learning have also been studied in virtual worlds.
Self-efficacy and attitude were measured in a study of students in China learning English with
Quest Atlantis (Zheng et al., 2009). The students solved quests in English alongside American,
Australian, and Singaporean native English speakers. Compared to the control group, the
students who played Quest Atlantis rated themselves higher in self-efficacy in English usage, e-
communication, and attitude toward English.
In their study of Spanish learners at a southeastern U.S. university, Wehner et al. (2011)
found that the group using Second Life reported more positive feelings in the area of motivation
as compared to the control group. The learners in the virtual world also reported lower levels of
anxiety.
Situated learning in virtual worlds. Virtual worlds can contain digital artifacts and
NPCs that can simulate situated learning and LPP. The River City MUVE (Multi-User Virtual
Environment) is an example of a virtual world that implements an internship model that allows
the player to experience LPP. Designed for middle-school science classes, River City MUVE
takes students back in time to the 1800s to help solve the city’s health problems. This study used
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a design-based methodology; the researchers conducted several iterations of design and
evaluation of the virtual worlds (Dede, Nelson, Ketelhut, Clarke, & Bowman, 2004).
Augmented Reality
AR has been defined as “A situation in which a real world context is dynamically
overlaid with coherent location or context sensitive virtual information” (Klopfer & Squire, 2008,
p. 205). Mobile technologies offer features such as portability, connectivity, and individuality
(Klopfer et al., 2002), which can be used to facilitate and enhance learning in a way that merges
the virtual worlds and real world environments. By using location-based technologies such as
Wi-Fi or GPS on mobile devices, AR software can provide computer-generated elements such as
NPCs that augment reality by appearing on-screen when the player moves to certain
geographical locations.
AR technology has been in existence for approximately 20 years, as documented in
Azuma’s (1997) seminal paper on early AR systems. These early designs were used in
disciplines such as medicine, robotics, entertainment, as well as military navigation and required
the use of cumbersome head-mounted displays.
AR on mobile devices can encourage transfer of learning which is a challenge for many
educators (Klopfer, 2008). Transfer is defined as the “ability to extend what has been learned in
one context to new contexts” (Bransford, Brown, & Cocking, 2000, p. 51). In an education
setting, this usually means being able to apply what was learned in the classroom to situations in
the real world. AR places the learner in the real world while learning is taking place; therefore,
the problem of transfer may be minimized.
AR in science inquiry. Many AR games have been designed and implemented in the
subject area of science inquiry. In Environmental Detectives (Squire & Klopfer, 2007), high-
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school and university students played the role of environmental engineers who investigated a
chemical spill. Students used handheld Pocket PCs equipped with GPS devices to take virtual
environmental samples with the goal of locating the source of the chemical spill. Students had
access to virtual experts on their handheld devices to aid in their investigation.
Another AR game in the field of environmental science is Mad City Mystery, which took
place on the University of Wisconsin, Madison campus (Squire & Jan, 2007). The goal of the
game was to determine the cause of death of a fictitious friend. However, the ultimate
educational objective of the game was to help students develop investigative and inquiry skills
through the research required to determine the friend’s cause of death. Participants in this study
ranged from elementary through high-school students who took on various roles such as doctors,
environmental specialists, and government officials. Each role gave the participants different
responsibilities and capabilities. In order to reach the goal, the participants needed to collaborate.
In Alien Contact! (Dunleavy et al., 2009), high school students used math, language arts,
and science skills to find out why aliens landed on Earth. As students moved around an area,
icons representing artifacts and people were superimposed on a map on their handheld devices.
When the students were within 30 feet of an artifact or person, the AR software displayed
relevant video, audio, and text files to the students.
AR in libraries, museums, and zoos. AR has also been used in venues not necessarily
designated as traditional academic locations, such as libraries, museums, and zoos. Many AR
projects that take place in libraries have used the marker technology of QR codes (Elmore &
Stephens, 2012; Pons, Vallés, Abarca, & Rubio, 2011; Wells, 2012), most likely due to the fact
that GPS does not work well indoors. One example of AR usage in a library took place at the
University of the Pacific where first-year music majors were introduced to the library’s music
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collection via a QR scavenger hunt (Wells, 2012). The majority of the students felt that the QR
code activity helped them become better acquainted with the library services and thought that the
activity was fun or entertaining.
Museum guides on mobile devices are becoming more commonplace. Attractions such as
the Getty Museum in Los Angeles (http://www.getty.edu/visit/see_do/gettyguide.html) and St.
Paul’s Cathedral in London (http://www.stpauls.co.uk/Visits-Events/Sightseeing-Times-
Prices/Multimedia-Guides-Tours) provide additional information regarding their artifacts via
iPod Touches. The Getty Museum application requires the patron to enter a number
corresponding to a number posted near the work of art to display more information regarding the
artwork, and the St. Paul’s application uses interactive maps to present audiovisual information
about the cathedral.
The AR game Then Now Wow (previously called Our Minnesota) was created for the
Minnesota Historical Center and enables visitors to virtually meet and solve problems with real
historical figures via iPod Touches (Dikkers, 2012). Visitors use the mobile devices to scan QR
codes located throughout exhibits to learn more about the exhibits. Feedback from initial testers
indicated that the game was a fun and engaging learning experience.
In the AR game Zoo Scene Investigators, which took place at a zoo in Columbus, Ohio,
participants aged 10-14 years old were tasked with using clues provided in the game to find out
why an intruder broke into the zoo (Perry et al., 2008). Participants were issued handheld
computers and GPS units as well as paper worksheets with clues. The goal of this game was to
raise awareness about illegal poaching and threats to animals because of habitat loss.
AR in higher education. Digital Graffiti Gallery was created by a student at the
University of New Mexico in 2010 (Holden, 2011). In Digital Graffiti Gallery, players
25
documented graffiti found on campus by taking pictures using the mobile device’s camera and
annotating the pictures with the game’s note-taking feature. Digital Graffiti Gallery was
designed to be open-ended with limited guidance from the game. The significance and usefulness
of the game increased as participants played; for without their input, the game was just a shell.
An AR mobile campus touring system prototype was developed to guide incoming
freshmen at the Fu-Jen Catholic University in Taiwan (Chou & ChanLin, 2012). Users of the
system could obtain location-specific information such as the library’s operating hours when
they were in the vicinity of the library. Based on feedback from the pilot testing, the touring
system accomplished its goal of assisting the newcomers in navigating the 86-acre campus.
AR in language learning. Although the aforementioned studies successfully used AR
games in educational settings, they were mainly employed in science education contexts or
libraries and museums. Few studies have been conducted on the use of AR technology for
language learning. The Handheld English Language Learning Organization or HELLO system
(Liu & Chu, 2010) is a 2D barcode and handheld AR system. Using the device’s camera,
students took photos of barcodes attached to objects. The barcode was converted to data that
were used to determine the students’ location and to access learning material from a remote
database. Unlike the previous AR games however, this system did not use GPS but relied solely
on 2D barcodes. This can be problematic in that these barcodes are easily removed. This may not
pose a problem in a location where the developers have complete control over the environment,
i.e. a classroom or a building. However, for places that are publicly accessible, barcodes may be
easily removed or defaced, compromising the user’s experience.
More recently, Holden and Sykes (2011) from the University of New Mexico, created an
AR game called Mentira for use by students enrolled in a fourth semester Spanish class. The
26
main goal of Mentira was to connect students in a meaningful way to their language learning
experiences. In other words, the designers wanted students not simply to learn the language but
also to embrace the culture and location associated with the language. To that end, part of the
project included a field trip to the neighborhood of Los Griegos in Albuquerque, which has a
strong connection to the Spanish language. Before traveling to Los Griegos, game play began in
the classroom with students learning about the game narrative. The goal was to solve a murder,
and each student was assigned a different role along with clues only known by his or her
character.
Mentira was a media-rich game with 70 pages of Spanish dialogue and expository text,
150 items of visual art, and four video clips. The basic game structure involved conversations
between the player and the game’s NPCs in the form of scripted dialogues. Although the
dialogues were scripted, the player could often choose between multiple responses, and based on
this choice, different events occurred.
Students were loaned Apple iPod Touches to play the game. iPod Touches do not have
GPS capability and must rely on Wi-Fi connectivity for Internet access. However, because Wi-Fi
access in Los Griegos was not reliable, Mentira was able to determine where the student was by
requesting acknowledgement from the student that they were at a specific location such as near a
certain street sign.
Students indicated in interviews that they preferred the on-site activity of the game that
took them to Los Griegos versus the classroom activity that could be played anywhere. While
some students used Spanish only when necessary to progress through the game, others used
Spanish exclusively. The designers felt that this could be construed as evidence of the students
27
incorporating the setting and narrative of the game to take language learning outside of the
classroom.
AR and situated learning. AR allows newcomers to participate in a community of
practice, in this case language learning, from the periphery. Because of certain affordances, such
as authentic tasks in meaningful situations that mobile AR brings to language learning, the use of
AR can be viewed as a form of LPP. AR can provide the “activities, identities, artifacts, and
communities of knowledge of practice” that Lave and Wenger (1991, p. 29) associate with LPP.
In other words, mobile AR can assist new members of a community in moving from peripheral
participation to full participation.
Tool for AR development. Although there are several AR tools currently in existence,
such as Layar (http://www.layar.com) and Wikitude (http://www.wikitude.com), the ARIS
(Augmented Reality and Interactive Storytelling) system was chosen to create and deploy the
game in this study (http://arisgames.org) because of its ease of use and active online community.
The ARIS system includes a web-based game editor and an Apple iOS application. The ARIS
software was developed by David Gagnon at the University of Wisconsin, Madison and is open-
source, meaning that it is free of charge for other developers to modify and use. According to
Gagnon, ARIS was designed to “create mobile, locative, narrative-centric, interactive
experiences” (Gagnon, 2010, p. 1). The ARIS editor was also designed to be easy to use for non-
programmers. Its simple drag-and-drop interface allows game developers to concentrate on game
design and functionality instead of programming details.
After a game is developed in the ARIS editor, it is available to play using the companion
ARIS iOS application which is available as a free download from the Apple’s iTunes App Store
(http://www.apple.com/itunes/). The ARIS application runs on iOS devices such as the iPad,
28
iPhone, and iPod Touch. Upon starting the ARIS application, the player can search for nearby
games or for a particular game by its name. See Figure 3 for a screenshot of the ARIS
application’s interface consisting of a main window and tab bar.
Figure 3. ARIS application user interface on an iPhone.
Screenshot reproduced with permission from ARIS.
The following is a list of features available on the Tab Bar:
Z Quests - displays a list of active and completed quests, or tasks
Z Map - displays the player’s current location and nearby game-related objects such as
NPCs and items
29
Z Inventory - displays items currently in the player’s possession; items can be picked up
or dropped throughout the game; items can be created by the game designer or other
players through the camera and audio recorder
Z More - displays additional features such as the camera and audio recorder
Willingness to Communicate in L2
For many, the fundamental purpose for learning a language is to be able to communicate
in the L2. However, competence in the L2 may not be enough. Learners must also be willing to
communicate in the L2. Therefore, the concept of Willingness to Communicate (WTC) has been
declared an integral component of language learning and necessary to achieve the end goal of
communicating in an L2 (Hashimoto, 2002; MacIntyre et al., 1998). MacIntyre et al. (1998, p.
547) defined WTC in a second language as “a readiness to enter into discourse at a particular
time with a specific person or persons, using a L2.” In other words, WTC is the likelihood of a
person initiating communication in an L2 with others in a specific situation. Studies have shown
that a person’s WTC affects the frequency and amount of second language communication that
person uses (Clément et al., 2003; Yashima et al., 2004).
The concept of WTC originated in L1 studies by McCroskey and Richmond (1987). In
their article “Willingness to Communicate: A Cognitive View,” McCroskey and Richmond
(1990) referred to the variables which they believed to affect WTC as antecedents. This current
study uses the terms variables and antecedents interchangeably.
MacIntyre et al. (1998) developed a model that describes variables that influence WTC in
an L2 (see Figure 4). In this model, WTC is influenced by both situational variables (layers I, II,
and III) and enduring variables (layers IV, V, and VI) and suggests that WTC is a composite
variable influenced by these other variables.
30
Figure 4. Model of variables influencing WTC.
From “Conceptualizing Willingness to Communicate in a L2: A Situational Model of L2
Confidence and Affiliation,” by P.D. MacIntyre, Z. Dörnyei, R. Clément, and K. A. Noels, 1998,
The Modern Language Journal, 82, p. 547. Copyright by John Wiley and Sons. Reprinted with
permission.
Trait variables. Trait variables such as personality type (introvert or extravert),
motivation, anxiety, perceived competence, situation, and integrativeness, or “inclination to
interact or identify with the L2 community” (Peng, 2007, p. 38), have been found to affect L2
WTC (Hashimoto, 2002; MacIntyre & Charos, 1996; Peng, 2007; Yashima et al., 2004).
Perceived competence occurs when learners feel that they have the capability to
communicate effectively in certain situations (MacIntyre et al., 1998). A reduction of L2 anxiety
occurs when the learners do not have a fear of communicating in the L2 (McCroskey &
Richmond, 1990).
The current study focuses on the perceived effect that AR games have on students’ WTC.
Two of the WTC trait variables—perceived competence and L2 anxiety—will be examined.
31
Researchers have also found that among all variables, perceived competence and L2 anxiety
(also called communication apprehension in some studies) were found to be the best predictors
of WTC (Baker & MacIntyre, 2000; MacIntyre & Charos, 1996). Therefore, it stands to reason
that if AR mobile games can affect either or both of these variables, the games can also affect
WTC. The trait variables that cannot be affected by the game, such as integrative motivation or
personality, are not included in this study.
Figure 5 is a portion of MacIntyre and Charos’ (1996) path model that describes the
relationships found among L2 variables in their study. The researchers examined WTC in adult
French learners in Canada. Path analysis can be used to examine situations in which there is what
Streiner (2005, p. 115) calls “chains of influence”. The numbers attached to the lines represent
path coefficients in which positive numbers indicate positive relationships and negative numbers
indicate negative relationships. This model shows, among several other relationships, that L2
anxiety negatively affects perceived competence and L2 WTC. The model also demonstrates that
perceived competence positively affects L2 WTC.
Figure 5. Portion of MacIntyre and Charos’ (1996) model of L2 communication applied to adult
French learners.
From “Personality, Attitudes, and Affect as Predictors of Second Language Communication,” by
P.D. MacIntyre, and C. Charos, 1996, Journal of Language and Social Psychology, 15, p. 18.
Copyright by Sage Publications. Reprinted with permission.
32
Situational variables. WTC has also been studied as a situational construct. In a study of
Korean learners studying English at an American university, Kang (2005) identified three
psychological antecedents to situational WTC: security, excitement, and responsibility. Security
was exhibited when the learner had some knowledge about the topic of conversation, when there
were fewer interlocutors present, and when the interlocutors had a positive and pleasant attitude
(Kang, 2005). Excitement was seen when the learner was interested in the topic of conversation.
Lastly, responsibility appeared when there was a feeling of obligation or duty to deliver a clear
message when speaking in the L2.
Relationship between AR mobile games and WTC variables. This study looks at the
effect that an AR mobile game may have on both trait and situational variables, which in turn
may affect WTC. Specifically, this study examines the following variables: perceived
competence, L2 anxiety, security, excitement, and responsibility. Figure 6 depicts a model for
this study.
Figure 6. Model depicting relationship between AR mobile games, trait and situational variables,
and L2 WTC.
WTC in virtual environments. Several studies have shown that anxiety, one of the
WTC’s antecedents, decreases when students interact in a virtual environment. One study
conducted by Reinders and Wattana (2011) investigated the willingness of Thai speakers to
33
communicate in English in an online multi-player game. The investigators concluded that the
digital game environment posed less of a barrier to the students for language production than the
classroom environment. Students who were shy in the classroom tended to express themselves
freely while playing the game. This in turn appeared to enhance their WTC in English.
In a study of first and second year students of Danish, Roed (2003) found that students
who were typically reluctant to speak in class tended to contribute more in a chat room
environment. Reasons attributed to this phenomenon included that it was easier for introverts to
participate in a chat room than it was in class, that there was less time pressure than what exists
in a classroom environment, and that there were no audio or visual reactions from teachers or
classmates such as giggles or raised eyebrows.
In their study, Jauregi and Canto (2012) found that Spanish language learners who
interacted in the virtual world Second Life experienced a positive impact on their WTC and a
decreased feeling of anxiety as compared to a control group. The experimental group also
experienced a higher level of perceived competence in the target language.
Quest Atlantis is a 3D multi-user educational virtual game for children aged 9-12 (Barab,
Thomas, Dodge, Carteaux, & Tuzun, 2005). In their study of middle-school students studying
English in China using Quest Atlantis, Zheng et al. (2009) reported an increase in the students’
WTC in English. The students also reported that there was an increase in their comfort in
expressing their opinions in English while they played Quest Atlantis.
Summary
A review of the literature was conducted in the areas of situated learning, mobile
learning, video games and language learning, virtual worlds, augmented reality, andragogy,
language acquisition versus language learning, and willingness to communicate. Mobile AR
34
games have affordances such as portability, context sensitivity, and connectivity that dovetails
well with situated language learning. Video games have been used successfully in language
learning environments and have additional benefits of being engaging and challenging.
WTC is for many the ultimate goal of learning a language. WTC’s antecedent variables
of perceived competence, L2 anxiety, security, excitement, and responsibility appear to align
well with the affordances of mobile AR games as shown in Table 1.
Table 1
WTC Antecedent Variables and Mobile AR Game Affordances
ANTECEDENT VARIABLES
TO WTC
MOBILE AR GAME AFFORDANCES
Perceived Competence in L2
Games can increase perceived competence by
providing additional practice in L2.
L2 Anxiety
Mobile learning can decrease L2 anxiety by providing
a personal space for practice in L2.
Security
Mobile learning can provide a sense of security by
providing a personal space for practice in L2.
Excitement
Games can provide an element of excitement.
Responsibility
Games with a real-life purpose can provide a sense of
responsibility.
Questions arising from this review of literature give credence to the need for the
investigation of the use and design qualities of AR mobile game in language learning,
specifically in the area of WTC. This was accomplished through an investigation of how
students describe the ways in which playing the mobile AR game aids or hinders their WTC
using the Japanese language. This research also investigated the characteristics of the mobile AR
game that best supported the students’ WTC using the Japanese language.
35
Chapter 3: Methodology
In this chapter, pilot studies, game design, research time line, sample, research tools, data
collection techniques, and data analysis are described, together with a discussion of the ethical
considerations for the examination of the use and design qualities of an AR mobile game in a
Japanese language learning, specifically in the area of WTC.
The purpose of this study was to examine student perceptions regarding the use and
design qualities of an AR mobile game in a Japanese language course at an institute of higher
education in California. This investigation explored if, and how, the use and design of the game
affected students’ perceptions of their WTC in Japanese. For this reason, a Japanese language
class was selected in California for this study.
Specifically, this project addressed the following research questions:
1. How do students participating in a second-year Japanese language course at a
California public university describe the ways in which playing a mobile AR game influenced
their WTC in the Japanese language?
2. What characteristics of a mobile AR game do students participating in a second-year
Japanese language course at a California public university attribute to influencing their WTC in
the Japanese language?
Researcher Positionality
A worldview or paradigm is a researcher’s “basic set of beliefs that guides action” (Guba,
1990, p. 17). In this study, the researcher views the world from a situated learning perspective.
Through this lens, learning is seen as being situated in daily activities and cannot be separated
from the context in which it occurs (Brown et al., 1989). Integral to situated learning is the
concept of Legitimate Peripheral Participation (LPP) coined by Lave and Wenger (1991) in
36
which new members of a learning community participate from the periphery, or boundary. They
state, “As a place in which one moves toward more-intensive participation, peripherality is an
empowering position” (p. 36). The researcher also views the world through the broader social
constructivist lens in which participants interpret or make sense of their own learning (Creswell,
2009). Therefore the researcher investigated students’ perceptions pertaining to the use of an
augmented reality game as a form of LPP in support of WTC.
Rationale for a Qualitative Case Study Approach
This qualitative study explored student perceptions regarding the use and design qualities
of an AR mobile game. Merriam (1998, p. 6, emphasis in original) states “Qualitative researchers
are interested in understanding the meaning people have constructed, that is, how they make
sense of their world and the experiences they have in the world.” A case study approach
(Merriam, 1998; Stake, 1995; Yin, 2009) was chosen because of the use of this relatively new
application of AR technology. Due to the nature of the research questions, this study examined
two units of analysis. The unit of analysis for research question one is the individual student. The
unit of analysis for the second research question is the game.
The individual student cases form a multiple case study, which will yield greater insight
into AR mobile language learning experiences through both individual and cross-case analysis
(Miles & Huberman, 1994; Yin, 2009). According to Miles and Huberman (1994), reasons for
using cross-case analysis include enhancement of generalizability and “to deepen understanding
and explanation” (p. 173, emphasis in original). They further state that “Multiple cases not only
pin down the specific conditions under which a finding will occur but also help us form the more
general categories of how those conditions may be related” (p. 173). Additionally, Merriam
37
(1998) states that multiple cases can enhance external validity by providing diverse cases that
allow results to be applied to a greater range of situations.
Pilot Study
Light, Singer, and Willet (1990) stated, “No design is ever so complete that it cannot be
improved by a prior, small-scale exploratory study. Pilot studies are almost always worth the
time and effort” (as cited by Maxwell, 2005, p. 57). Likewise, the current study has benefited
from such a pilot study.
In the Fall 2012, Winter 2013, and Spring 2013 sessions of a public university in
California, a Japanese language instructor and the researcher worked together to create two AR
games. This project served two purposes: (a) as a proof-of-concept for the use of AR on the
university campus and (b) to explore the use of mobile AR technology for Japanese language
learning outside of the classroom.
In order to assess the proof-of-concept, the instructor and researcher aimed to create
simple games that tested various aspects of AR in language learning on the university campus.
Specifically, the researcher was interested in the process of creating and deploying games using
the ARIS game editor and iPhone app, determining Wi-Fi/3G/4G coverage on the campus, and
obtaining students’ initial feedback. It was determined that in order to make the games
interesting and memorable to the students, the use of locations unique to the campus would be
used. The campus is home to a set of sculptures created specifically for the university by a local
artist. As these sculptures are unique to the campus, it was deemed appropriate to incorporate
these sculptures into the games.
38
For both games in the pilot study, volunteers were recruited from a third year Japanese
language class. A total of nine students volunteered to test the games with two of the students
participating in both games.
First pilot game. The first game of the pilot project was conducted in the Spring 2013
quarter. The instructor and the researcher worked together to create a simple task-based game for
third-year Japanese language students, which included a narrative as a key element of the game.
The storyline involved an instructor who lost her dog on campus. The students were tasked to
assist the instructor in finding the dog. Four locations throughout the campus, two with
sculptures, were used for this game. Students were guided to these different locations on campus
via the game’s NPCs. Both audio and text information were presented to the students as they
reached these locations. The students were also instructed to either respond to the NPC or report
back to the owner of the dog via the audio recording mechanism of the game. These audio
recordings were uploaded to a server by the ARIS application and were available for later review
by the instructor and the researcher.
As it was the first attempt at introducing AR into the Japanese language class, this phase
took place over several iterations. During the first iteration, the instructor and the researcher
walked through the game together. Although the instructor knew the storyline and outcome of
the game, because it was the first time she played the game, it was a new experience for her.
Based on her experience and her knowledge of her students, she recommended several
modifications that were incorporated into the game before the next iteration.
Next, one student was asked to play the game. We observed his game play and again
found areas in which to modify and improve the game based on his feedback. We executed two
more iterations with six other students, for a total of seven students. After students played the
39
game, the instructor and researcher met with the students to discuss the game, what they liked
and disliked about the game, and areas in which it could be improved. The instructor also met
individually with the students to review the recordings that the students made during the game to
give them feedback on their grammar and pronunciation. See Figure 7 for a screenshot of a
conversation screen from the game.
Figure 7. Example screenshot from the first pilot game.
English translation: My dog that I brought to school today disappeared. A short time ago, a
person named Tamako contacted me and said she saw a dog on campus. But, I need to go to a
meeting soon. Would you go to see this person for me?
Screenshot reproduced with permission from ARIS.
Second pilot game. The second game of the pilot project was also conducted in the
Spring 2013 quarter, again with third-year Japanese language students. Students were grouped in
pairs and instructed to visit at least one of the sculptures with their iPhones. The AR software on
40
the students’ iPhones used GPS technology to determine when the students were in the vicinity
of a sculpture and triggered a screen to appear on their devices. The initial screen displayed
information about the nearby sculpture in Japanese. After reading this information, the students
collaborated in their pair groups to create a story about this sculpture. The students spent
approximately half an hour creating their story. After they composed a story, the students created
an audio narration of the story at the site of the sculpture through the use of the ARIS application.
In addition to the story, the students recorded a question based on the story for their fellow
classmates. The recordings were then available to other classmates who played the game. These
classmates in turn recorded their answer to the question posed by the story makers. Figure 8
depicts the information screen that appeared at the sculpture.
Pilot study findings. Several key themes emerged from the pilot study. First, it appeared
that students truly enjoyed playing the games. Comments included “I liked that I could actually
get out and do things. I liked the interaction with the game. Plus, it was a good walk” and “It was
a good speaking exercise. I don’t feel comfortable to speak in class, so it was nice to record
individually” (interview, February 1, 2013). The instructor felt that having the capability to
provide feedback on the students’ recordings was an important component of the games. The
ARIS framework allowed for the instructor to sit down with the students at a later time to review
the students’ grammar and pronunciation.
There were also consistent themes that emerged about what students did not like about
the game. Comments were made such as “The interface was complicated” and “It was a little
hard to keep up with the story and situations without audio provided” (interview, February 1,
2013).
41
Figure 8. Second pilot game screenshot.
English translation: Nice to meet you, everyone. I am the person always laughing in front of -----
Hall. Who am I? Why am I here? Do you know? With your partner, please come up with a story
about me. After you’re done with the story, think of one question related to your story for other
people to answer when they come by.
Screenshot reproduced with permission from ARIS.
The outcomes of the pilot study were used to inform this current research in several ways.
First, several students commented on the lack of audio in the first pilot game. The students were
required to record audio but they did not have the opportunity to hear audio, which they
considered to be a deficiency in the game. As a result of this observation, audio by a native
speaker was included in the second game of the pilot study as well as in the game for the current
research study.
42
Second, the students found the ARIS interface to be confusing. Therefore, a
demonstration game was created (in English) which showed students how to use the features of
ARIS. The students played this demonstration game prior to their playing of the real game.
Third, students who participated in both pilot studies indicated that they enjoyed the
open-ended and creative format of the second pilot game versus the directed and prescriptive
format of the first pilot game. Therefore, it was decided that the game for the current research
would allow the participants to be creative and not dictate where the students played the game.
Last, several students mentioned that they were more comfortable speaking in the game
rather than in class in front of their instructor and classmates. This led the researcher to further
concentrate on the WTC construct and to investigate what influence, if any, AR mobile games
have on WTC.
Game Description: Yookoso
For ease of reference and user appeal, this study’s game was given a name, unlike the
pilot games, which were referred to as the first and second pilots. The game for the current study
has been designed around a scenario based on having the participants introduce the campus to
exchange students from Japan. The word yookoso means welcome in Japanese and this is the
main goal of the game - to create audio recordings to help the exchange students feel welcome at
the university and to inform them about the different places on campus that may be of interest to
them. Specifically, the students were told the following in the game’s User’s Guide (Appendix
A):
Your sensei [teacher] has informed you that there will be a group of exchange students
visiting California University in a few weeks. She has asked you to identify several
places on campus that you think the exchange students would enjoy learning about. Using
the Yookoso game, your goal is to share at least three locations on campus that you enjoy
visiting and that you think the exchange students would enjoy as well. Examples include
your favorite place to study, to eat lunch, or to relax.
43
The idea for the game used in this study partially came from another ARIS game called
Digital Graffiti Gallery (Holden, 2011). Similar to Digital Graffiti Gallery, this game was open-
ended with minimal built-in guidance from the game. One difference between the Digital Graffiti
Gallery and Yookoso is that Yookoso was audio-based because of the emphasis in speaking and
the WTC construct.
Game Design. The game was designed to support the five WTC antecedents through
game play. Table 2 maps the WTC antecedents to seven game design characteristics that support
the antecedents.
Table 2
Antecedents to WTC and Game Characteristics
Antecedents
to WTC
Promoted or achieved by
Game
Characteristics*
Perceived
competence
Learners feel more competent if they have the capability to
communicate effectively in certain situations (MacIntyre et
al., 1998).
A, B
L2 Anxiety
Learners feel less anxiety if they do not fear communicating
in the L2 (McCroskey & Richmond, 1990).
B, E
L2 Anxiety
Learners feel less anxiety while playing games, which are
typically perceived as fun. (Klopfer, 2008; Reinders &
Wattana, 2011).
G
Security
Learners feel more secure when they have some knowledge
about the topic of conversation (Kang, 2005).
A
Security
Learners feel more secure if the interlocutor knows the
learner’s level of L2 proficiency (Kang, 2005).
D
Security
Learners feel more secure when there are fewer
interlocutors present (Kang, 2005).
E
Security
Learners feel more secure when interlocutors have a
positive and pleasant attitude (Kang, 2005).
F
Excitement
Learners are more excited to speak about topics that interest
them and of which they have knowledge (Kang, 2005).
B
Excitement
Learners are more excited to speak to native speakers
(Kang, 2005).
D
Responsibility
Learners feel obligated to deliver a clear message (Kang,
2005).
C
(continued)
44
*Codes
A = Game audio prompts were of appropriate language level for the participants.
B = Open-ended format. Allowed learners to choose where to record, when to record, and the
topic of the recording.
C = Storyline revolved around a scenario of helping exchange students from Japan.
D = Game audio prompts were recorded by a native Japanese speaker.
E = The game was designed to be played alone.
F = The audio prompts were recorded in a welcoming and friendly tone of voice.
G = Game feature of finding and collecting hidden omamori, or Japanese charms.
It is important to note that the game is in the Japanese language and is not about the
Japanese language. In other words, this game did not explicitly teach the participants about the
language (grammar, vocabulary) but instead required them to read and speak the language.
Grammar and vocabulary may have been reinforced through the use of the game but was not a
specific goal.
Game Play. Through the use of the game Yookoso, the participants were requested to
document their favorite places or places they think the Japanese exchange students would find
interesting or useful to visit during their exchange stay. The university campus was chosen as the
site for game play since it was assumed that if the players were already familiar with the campus,
the game would take on a more significant meaning to them (Klopfer, 2008).
The students used the audio recorder and camera available through the ARIS application
to document these places. As findings from the pilot study indicated that students thought it was
useful to be able to hear native speakers while playing these games, an instructor recorded an
introduction (Figure 9) to the game along with prompts at several places on campus to give the
students suggestions about locations and topics that may be of interest to the exchange students.
When the “Tap to Continue” button is tapped, the player hears the following audio:
日本語のゲームへようこそ。CUのキャンパスの中には、おもしろいところがたく
さんあります。みなさんはこのゲームで、CUのおもしろいところを、日本人の
45
りゅうがくせいにしょうかいします。一人でやりたい人は、一人でやりましょう。
二人でやりたい人は、二人でやりましょう。
English translation:
Welcome to the Japanese language game. There are many interesting places on the CU
campus. Using this game, you are to introduce CU’s interesting places to exchange
students. If you would like to play alone, you may do so. If you want to play with
someone else, you may do so.
Figure 9. Welcome screen.
Screenshot reproduced with permission from ARIS.
The audio prompts provided by the game were accompanied by corresponding text items,
which were added to the participant’s game inventory for future reference. Figure 10 contains
example screenshots of the audio prompt and its corresponding text item that appears in the
46
game when a student was in vicinity of a campus restaurant. The audio prompt is played when
the user taps on the play icon on the image of the microphone.
Figure 10. Screenshots of audio prompt and corresponding text item.
English translation: This is the ----- restaurant. What kind of restaurant is this? What is your
favorite dish at this restaurant?
Screenshots reproduced with permission from ARIS.
There were four locations on campus with audio prompts: at a coffee shop, in front of the
library, at a restaurant, and at a café. Table 3 lists the locations, Japanese transcriptions of the
audio prompts, and the English translations.
47
Table 3
Game Audio Prompts
Location
Japanese Audio/Text
English Translation
Coffee Shop
ここはきっさてんです。あなたが好きな飲
み物は何ですか。それはどんな飲み物です
か。そのしゃしんをとりましょう。
This is the coffee shop. What
is your favorite drink here?
What kind of drink is it?
Please take a picture of it.
Library
こんにちは。あなたはどんな本が好きです
か。好きな本の名前は何ですか。
Hello. What kind of books do
you like? What is the name of
your favorite book?
Restaurant
ここは
---
レストランです。このレストラン
はどんなレストランですか。あなたがこの
レストランで好きなりょうりは何ですか。
This is the --- Restaurant.
What kind of restaurant is it?
What is your favorite food at
this restaurant?
Café
ここはきっさてんです。あなたが好きな飲
み物は何ですか。それはどんな飲み物です
か。そのしゃしんをとりましょう。
This is the coffee shop. What
is your favorite drink here?
What kind of drink is it?
Please take a picture of it.
The participants were informed of the locations of these audio prompts at the orientation
and the locations also appeared on the in-game map as shown in Figure 11.
In addition to the audio prompts, there were nine hidden text-based prompts that appeared
only when the participant was within 30 meters of the text prompt location. After viewing the
text prompt, the participant was rewarded with a Japanese good luck charm (omamori), which
was placed in the participant’s game inventory. Because there were nine text-based prompts, the
participants could be rewarded up to nine omamori. Figure 12 depicts an example of a text-based
prompt screenshot and Table 4 contains the text for the nine text-based prompts. Figure 13 shows
the game inventory screen after several text-based prompts were found.
48
Figure 11. In-game map with audio prompt icons. The dot indicates the location of the player.
Screenshot reproduced with permission from ARIS.
Table 4
Hidden Game Prompts
Location
Japanese Text
English Translation
Bicycle parking
area
じてんしゃがたくさんあります。あ
なたはじてんしゃがありますか。ど
んなじてんしゃですか。
There are a lot of bicycles. Do
you have a bicycle? What kind
of bicycle do you have?
Bookstore
本屋でどんなものを買いますか。
What kinds of items do you
buy from the bookstore?
Recreation Center
うんどうするのが好きですか。どん
なうんどうをしますか。
Do you like to exercise? What
kind of exercises do you do?
Sculpture
このたてものの前で
---
は何をしてい
ますか。
What is that --- doing in front
of this building?
Food court
レストランがたくさんあります。ど
んな食べ物が好きですか。
There are a lot of restaurants.
What kind of restaurants do
you like?
(continued)
49
Location
Japanese Text
English Translation
Stadium
コンサートに行ったことがあります
か。どんなコンサートでしたか。
Have you ever been to a
concert here? What kind of
concert was it?
Sculpture
このたてものの前で
---
は何をしてい
ますか。
What is that --- doing in front
of this building?
Quad
ここでときどき寝ますか。
Do you sometimes take a nap
here?
Craft Center
ここでクラスをとったことがありま
すか。それは、どんなクラスでした
か。
Have you taken a class here?
What kind of class?
Figure 12. Example of a hidden game prompt.
English translation: Do you sometimes take a nap here?
Screenshot reproduced with permission from ARIS.
50
Figure 13. Game inventory screenshot.
Screenshot reproduced with permission from ARIS.
Game prompts used in the game were created by a Japanese language instructor from the
university and were designed to be appropriate for the students’ language level in order to
provide comprehensible input (Krashen, 1982). The textbook used in the students’ previous
Japanese language class, Nakama 1 (Hatasa, Hatasa, & Makino, 2011), was used as a guide for
the game prompts.
Research Timeline
Table 5 lists the key dates and corresponding tasks for this study.
Table 5
Research Timeline
DATES
TASKS
DURATION
September 27 –
October 3, 2013
- Introduction of research to students
- Give interested students a packet that
contains:
o Consent form
o Research Information Sheet
o Demographic survey
(continued)
51
DATES
TASKS
DURATION
o Pre-requisites and Contact
Information
October 8, 2013
and October 11,
2013
- Orientation
30 minutes
October 8-31,
2013
- Participants play the game
October 11-25,
2013
- Researcher conducts observations of
participants
15 - 30 minutes per
participant
October 30-
November 6,
2013
- Researcher conducts interviews with
participants
30 minutes - 1 hour per
participant
Sample
Since generalization was not an intended goal of this qualitative study, a non-probability
(not random) sampling method was selected (Bryman, 2008; Merriam, 1998). The researcher
was interested in the perceptions of beginning level Japanese language learners in higher
education. Therefore, a stratified purposeful sample (Sandelowski, 2000) of students enrolled in
multiple sections of a second year Japanese language course in the Fall 2013 quarter at an
institution of higher education in California was used. Typically there may be up to 24 students
enrolled in each section of this course. In order to be a participant in this project, volunteers were
required to be 18 years of age or older. Students volunteering to participate in this study were
required to have access to an Apple iOS device with operating system version 6 or higher. The
software (ARIS) with which the game was created runs only on iOS devices.
Research Tools
Case study evidence can come from a number of different sources such as documents,
interviews, observations, and artifacts and are used to triangulate the findings (Merriam, 1998;
Yin, 2009). The use of multiple sources of data, or triangulation, was employed in this study. In
52
addition to strengthening “reliability as well as internal validity” (Merriam, 1998, p. 207),
triangulation “helps to identify different realities” (Denzin & Lincoln, 2005, p. 454). A
demographic survey was given at the start of the study, followed by observations and interviews.
Game artifacts in the form of audio recordings and photos along with server logs were also
obtained for analysis.
Observations. This case study is about a new technology. Therefore, direct observations
of this technology were helpful in understanding how this technology is actually used (Yin,
2009). Observations allow the researcher to obtain data that “represent a firsthand encounter with
the phenomenon of interest rather than a secondhand account of the world obtained in an
interview” (Merriam, 1998, p. 94). In this study, field notes were gathered on game play via
unstructured non-participant observations through shadowing. Because this was an exploratory
study, the aim was to collect as much information as possible regarding the behavior of the
participants while playing the game (Bryman, 2008). Specifically, in response to the research
questions of this study, evidence of the WTC antecedents were noted in the observations.
Additionally, the physical setting, activities, conversation, and the researcher’s behavior were
documented (Merriam, 1998). Permission was obtained from the participants to record the
observations for later analysis. Appendix B contains the game observation protocol.
Interviews. Interviews are described by Yin (2009, p. 106) as “guided conversations
rather than structured queries.” As such, the interviews for this study were conducted in order to
allow the participants to describe in their own words their experience in playing the game.
Learners’ perceptions of the game characteristics that contributed to their WTC behavior were
elicited through open-ended, semi-structured interviews (Patton, 1980). Open-ended questions
provided opportunities for the participants to define the world in their own unique way (Merriam,
53
1998). Appendix C contains the interview questions. The first section consisted of questions
related to the trait-based WTC variables of perceived competence and L2 anxiety. The second
section contained questions related to the situational WTC variables of security, excitement, and
responsibility. Follow-up questions were asked to seek clarification if needed. Permission was
obtained from the participants to record the interviews for later transcription and analysis.
During the interview, stimulated recall was used to collect the participants’ thoughts
about their learning process (Gass & Mackey, 2000). The researcher played back audio
recordings that the participants made while playing the game. The participants were asked to
report upon their thoughts at the time of the recording.
Respondent validation (Bryman, 2008), in which participants were asked about data
collected about them, was used to corroborate findings. For example, during the interviews,
participants may have been asked to confirm what the researcher saw in observations or in the
game data logs.
Artifacts. Artifacts in qualitative research provide insight into the ideas, assumptions,
knowledge, values, and opinions of the study’s participants (Given, 2008). In this study, game
artifacts included audio recordings and photos created in the game by the participants, along with
game logs generated by the ARIS server. By examining these artifacts, the researcher gained a
better understanding of how the game was used.
Participant audio recordings and photos. The participants located and described, via
audio recordings and photos, places they thought the Japanese exchange students would find
interesting or useful to visit during their exchange stay. The participants used the audio recorder
and camera features available through the ARIS application to document these places. The
54
resulting digital audio and image files were uploaded to the ARIS server from the participants’
mobile devices immediately after they were created.
ARIS game logs. Game log data provided additional information about the game’s usage.
User actions such as items viewed along with locations were recorded in real-time to the ARIS
server. These data provided information on how the application was used in the field. The raw
game logs consisted of time-stamped entries for every action taken by a participant while playing
the game.
Research Questions and Methods
Data collection methods and instruments have been mapped to corresponding research
questions as illustrated in Table 6. The unit of analysis is listed under its corresponding research
question.
Table 6
Research Questions and Methods
DATA COLLECTION
METHOD
INSTRUMENT
Research Question #1
Participant observation
Observation Field Notes
Interviews
Interview Guide
Unit of Analysis: Individual
Game artifacts in the form
of images and audio
ARIS Editor Page
Research Question #2
Interviews
Interview Guide
Game artifacts in the form
of images and audio
ARIS Editor Page
Unit of Analysis: Game
Game logs
ARIS Server Data
Data Collection Techniques
Data collection took place during the fall quarter from September 27 through November
6, 2013. Appendix D contains a data collection log.
55
Invitation to Participate. During the first week of the Fall 2013 quarter, the researcher
conducted a 15-minute presentation to introduce the project to the students who were enrolled in
two sections of a second-year Japanese language class. If they wished to participate in the study,
students were asked to fill out a consent form and demographic survey. Information regarding
the study, risks and benefits of participating in the study, eligibility requirements, and researcher
contact information was provided. Eligibility was based on access to an Apple iOS mobile
device with operating system 6 or later, willingness to install the free ARIS application on their
mobile device, and ability to spend the required amount of time on using the application and
participating in interviews with the researcher. Appendix E contains the script that was used to
invite students to participate in the study.
Appendix F contains the informed consent document and Appendix G contains the
research information sheet provided to the student. The demographic survey with questions
regarding age, gender, and years of studying Japanese can be found in Appendix H.
Since the initial recruitment from the two sections yielded only six participants, the
researcher opened up the recruitment to include two other sections of the same course. Due to
time limitations, the researcher was not able to conduct a presentation to these sections. Instead,
a hardcopy of the invitation script was provided to the students along with the informed consent
document, research information sheet, and demographic survey (Appendices C, D, E, and F).
Orientation Sessions. A total of 13 students from the four course sections submitted
their informed consent forms. These students were invited to orientation sessions that took place
during the second week of the fall quarter at a conference room in a building on campus.
Information about the project and assistance in installing the iOS app was provided at these
sessions. The researcher had intended to show a brief demonstration of the game to the
56
participants at the orientations; however, this was not possible due to the lack of Wi-Fi access in
the conference room. Instead, the researcher presented the content of the game’s user’s guide,
which contained a short walk-through of the game (Appendix A). Each orientation lasted
between 15-30 minutes. Out of the 13 students who submitted a consent form, nine attended an
orientation. The other four students did not respond to multiple email invitations to attend the
orientations or to meet the researcher for a one-on-one orientation.
Observations. The nine participants who attended an orientation were asked to play the
game at least three times within the three weeks allocated for the game. The researcher obtained
permission to observe seven of the nine participants while they played the game. The
observations took place during the three weeks allocated for game play.
Interviews. After the three weeks of game play ended, the researcher invited the
participants via e-mail to take part in follow-up interviews. Eight of the nine participants agreed
to be interviewed. The one participant that did not respond to the interview request showed up
with another participant and asked for permission to be interviewed at the same time, to which
the researcher consented.
Six of the interviews took place in a classroom at the university, one in a conference
room, and one outdoors on a bench. Permission to record the interviews was obtained from all
interviewees prior to the interviews. The researcher used two recording devices: a Livescribe pen
and the Griffin iTalk application on an iPad. The length of the interviews averaged 30 minutes
per participant.
Artifacts. The participants’ audio recordings and photos were uploaded by the game to
the ARIS server via the campus’ Wi-Fi network in real-time while the game was played. The
resulting digital audio recordings and photos were downloaded from the ARIS server by the
57
researcher via the editor web page after the three weeks allocated for game play had passed.
Game logs were also downloaded from the server at this time. To aid in the analysis, the game
log file was imported into a local MySQL database on the researcher’s personal computer. The
MySQL database allowed for queries to be made efficiently since the original log file consisted
of approximately 2400 entries.
Data Analysis
Qualitative data analysis involves preparing, organizing, reducing, and finally analyzing
the data collected in a study (Creswell, 2013). This study followed the six steps for data analysis
as recommended by Creswell (2009).
Step 1: The first step is to organize and prepare the data (Creswell, 2009). The
researcher and an assistant transcribed the interview and observation audio recordings.
The researcher re-listened to the recordings to confirm that the transcriptions were
accurate. A data collection log was assembled to document when and what types of
data were collected for each participant (Appendix D). The game artifacts and server
logs were downloaded from the server and stored on a local secured hard-drive.
Finally, the game play log was assembled (Appendix I) based on data from the ARIS
web-based game editor (Appendix J) and the game server log (Appendix K).
Step 2: The second step is to gain a general sense of the data and reflect on its overall
meaning (Creswell, 2009). The researcher reviewed the data and took notes on
general ideas that arose from this initial evaluation of the data.
Step 3: The third step is to begin detailed analysis of the data through the coding
process (Creswell, 2009). The researcher used the qualitative analysis tool
HyperRESEARCH (http://www.researchware.com) to aid in the analysis of the
58
transcriptions. Qualitative computer software programs such as HyperRESEARCH
allow for faster and more efficient coding as compared to hand coding. For instance,
text can be highlighted and assigned a code from the codebook instead of manually
highlighting hard copies of transcripts. Also, text can be easily re-coded by choosing
another code from the codebook. Specific codes or combination of codes can be
searched, making it easy to find all text associated with these codes. Appendix L
contains an example screenshot of coding using HyperRESEARCH. The transcripts
were analyzed by first reducing the data into meaningful segments which were
assigned codes (Creswell, 2013). The researcher began with provisional codes (Miles,
Huberman, & Saldaña, 2013) based on the five WTC antecedents and game
characteristics.
WTC Antecedents:
Perceived L2 competence
Reduced L2 Anxiety
Security
Excitement
Responsibility
Game Characteristics:
The audio prompts were of appropriate language level for the participants.
The open-ended format of the game.
The storyline revolved around a scenario of helping exchange students from
Japan.
The audio prompts were recorded by a native Japanese speaker.
59
The game was designed to be played alone.
The audio prompts were recorded in a welcoming and friendly tone of voice.
The hidden omamori, or Japanese charms, added a learning incentive.
Other categories of codes were also created based on what the researcher found in the
transcripts. Initially, 61 codes were identified; however, Creswell (2013) recommends
using a more manageable list of 25-30 codes, therefore the codes were further pared
down to 22 codes.
Step 4: The fourth step is to develop themes based on the initial coding done in step
three (Creswell, 2009). The researcher grouped similar codes and looked for text
segments that represented recurring themes, surprising information not anticipated,
and ideas that were conceptually interesting (Creswell, 2013).
Step 5: The fifth step is to use narratives and visuals such as tables and diagrams to
convey the themes that have been discovered (Creswell, 2009). The researcher
created tables based on the WTC antecedents and game characteristics to display the
data in a concise format.
Step 6: The last step is to interpret or make meaning of the data (Creswell, 2009).
Human Subjects Considerations
The safety and well being of the participants were of utmost concern for this study. As
such, measures were taken to ensure the protection of the participants. All the students who
participated in this study were volunteers. Before the initiation of this project, consent from the
subjects was obtained for the collection, analysis and quotation of any transcript data, game
artifacts, and server logs. The students were informed that a decision to participate or not
60
participate would not have an impact on their grade. Appendix F contains the informed consent
form.
The study involved minimal risks that were no different from everyday risks taken by the
participants such as walking around campus and using a smartphone. It was not necessary for
students to walk and use the smartphone at the same time. Because this study required the
participant to be outdoors, risks or discomforts associated with being outdoors included but were
not limited to: inclement weather, allergies, contact with obstacles or exposure to traffic, and
physical exertion. However, because of the free-form nature of the game, participants could
choose where to play the game and it was anticipated that participants would not choose
locations that caused them discomfort or risk. Participants were told that they might experience
frustration in not being able to adequately express themselves in the Japanese language.
Participants were also told that they might experience boredom or frustration with the game.
Participants were allowed to withdraw from the study at any time. Approval to conduct the study
on the university campus was obtained from the instructors of the courses, the Japanese language
program coordinator, and the department chairperson.
Participants are identified by study codes in all documents to ensure confidentiality. The
document linking the participants’ identities to their corresponding study codes is kept in a
password-protected file in a location separate from other data.
Data include survey responses, observation notes, interview notes, audio recordings,
email correspondence between the researcher and participants, game data, and server log data.
All data associated with this research will be destroyed five years after the completion of the
study.
61
In order to ensure that the research was conducted in accordance with accepted standards,
it was assessed and approved by the Pepperdine Graduate and Professional Schools (GPS)
Institutional Review Board (IRB). An expedited IRB application was submitted because the
research presented no more than minimal risk to human subjects but did involve the audio
recording of the participants. Appendix M contains the Pepperdine GPS IRB approval notice.
Summary
Two pilot study games informed the design of the game in this study. The narrative for
this game revolved around a scenario involving visiting exchange students from Japan. A case
study approach was taken for this study. Students enrolled in a second year Japanese language
course at an institution of higher education in California were asked to participate in the study.
Data collection was conducted through a demographic survey, game-play observations,
game artifacts in the form of images and audio, game log data, and interviews. Qualitative data
analysis included preparing, organizing, reducing, and finally analyzing the data collected in the
study (Creswell, 2013). This study followed the six steps for data analysis as recommended by
Creswell (2009).
62
Chapter 4: Findings
The purpose of this study was to examine student perceptions regarding the use and
design qualities of an augmented reality mobile game in a Japanese language course at an
institute of higher education in California. This study explored if and how the game’s use and
design qualities affected students’ perceptions of their WTC in Japanese.
Two research questions guided the study:
1. How do students participating in a second-year Japanese language course at a
California public university describe the ways in which playing a mobile AR game influenced
their WTC in the Japanese language?
2. What characteristics of a mobile AR game do students participating in a second-year
Japanese language course at a California public university attribute to influencing their WTC in
the Japanese language?
This chapter presents key findings obtained from the demographic survey, observations,
game objects, game artifacts, and interviews. This chapter also shares the participant profiles
along with select quotations from the interviews. This is followed by a summary of the data in
the form of Content-Analytic matrices and the beginning analysis of selected and emerging
themes. The interviews provided the most insight in answering the research questions with the
observations and game logs used for triangulation.
Demographic Survey
All participants in this study were traditional college-aged students and the majority of
the students claimed English as their first language. All but one student played video and/or
computer games weekly. Table 7 displays demographic data for the participants.
63
Table 7
Demographic Survey Results
Participant
Gender
Age
First
language
Years of
study of
Japanese
Reasons
for
studying
Japanese*
General
use of
video
and/or
computer
games
Time
spent on
video
and/or
computer
games
(hrs/week)
P1
Female
18-24
English
1
A, B, C,
D, E
Yes
1
P2
Male
18-24
English
1
B, C, D
Yes
2
P3
Female
18-24
English
1
A, B, C,
D, E
Yes
10
P4
Female
18-24
Spanish
4-5
B, C
Yes
1
P5
Male
18-24
Cantonese
1
A, B, C,
D
Yes
0-20
P6
Female
18-24
English
1
A, B, C,
D, E
Yes
14
P7
Female
18-24
Chinese
1
A, B, C,
D, E
No
P8
Female
18-24
English
1
B, C, E
Yes
40+
P9
Male
18-24
English
2
B
Yes
1-2
*Codes
A = It will be useful in getting a job.
B = It will help me understand the Japanese culture.
C = I would like to study in Japan.
D = I would like to speak to my Japanese friends.
E = It is required for my major.
Observations
The researcher requested permission to observe the participants individually while they
played the game. Seven out of the nine participants agreed to be observed. The researcher met
64
the participants at the student union and the observations lasted 10 to 30 minutes. Since the
researcher was not able to demonstrate the game at the orientations, most of the observation
sessions began with a short walk-through of the game and its use and features.
With the exception of one participant, all the participants chose to be observed while
playing the game at the student union. The observations for participants 3 and 6 overlapped since
participant 6 arrived earlier than scheduled. Both participants were in favor of doing their
observation session at the same time, and this provided the researcher with an opportunity to
observe the social interaction that occurred between these two participants. They were able to
share with each other what they had learned about the game. For example, participant 6
discovered that she had a list of coffee-related words in Japanese in her game inventory:
P6: “Oh, it gives you vocab words!”
P3: “Really? Where?”
P6: “I got vocab words for unlocking the ----.”
P3: “Really? How come I didn’t get that? Oh, yeah, now I see it.”
The observation sessions also served as trouble-shooting sessions for some participants.
Participant 9 complained that the battery on his phone did not last long while he played the game.
The researcher recommended that he stop the game when he was not actively playing since the
use of GPS running in the background can decrease battery life. Participant 8 demonstrated to the
researcher that she was not able to use the record function in the game. The researcher later
posted this problem on the ARIS Internet forum and a suggestion to change a setting was given
shortly after, which subsequently allowed participant 8 to successfully record audio using the
ARIS application.
65
Participant 4 chose to describe a building where she occasionally has lunch for her
observation session. She used her iPad to type her speech in English and then in Japanese
(Figures 14 and 15). She read the Japanese text on her iPad while recording her voice using the
Yookoso game on her iPhone. After she was done recording, she took a photo of the building
with the game application.
Figure 14. Participant typing notes on her iPad.
Figure 15. iPad notes in English and Japanese.
66
Game Objects
There were four locations on campus with audio prompts: at a coffee shop, in front of the
library, at a restaurant, and at a café. At each of these locations, participants received a
corresponding text note of the audio prompt. These text notes were placed in the participant’s
game inventory for reference throughout the game. In addition to the audio prompts, there were
nine hidden text-based prompts that appeared only when the participant was within 30 meters of
the text prompt location. After viewing the text prompt, the participant was rewarded with a
Japanese good luck charm (omamori), which was placed in the participant’s game inventory.
When students located either an audio prompt or hidden text prompt, the game logged the event
to the ARIS server. Table 8 shows the audio prompts that each participant located and Table 9
shows the text prompts that were found.
Table 8
Audio Prompts Found by Participants
Participant
Coffee Shop
Restaurant
Library
Café
P1
X
X
X
X
P2
P3
X
P4
X
X
X
X
P5
X
X
P6
X
P7
P8
X
X
X
X
P9
X
Table 9
Text Prompts Found by Participants
Parti-
cipant
Bikes
Book-
store
Stadium
Sculpture
Sculpture
Food
Court
Stadium
Quad
Craft
Center
P1
X
X
X
X
X
X
P2
X
X
(continued)
67
Parti-
cipant
Bikes
Book-
store
Stadium
Sculpture
Sculpture
Food
Court
Stadium
Quad
Craft
Center
P3
X
P4
X
P5
X
X
X
P6
X
X
P7
X
P8
X
P9
Game Artifacts
Game artifacts consisted of audio recordings and photographs taken by the participants
while playing the game. The number of recordings created by individual participants ranged
from two to seven and the number of photos zero to three. Table 10 shows the number of
recordings created and the number of photos taken by each participant. The table also includes
the number of audio prompts and omamori rewards found. See Appendix I for a detailed list of
the recordings, which includes the following for each recording: participant, date, time, note
name, location, topic, length of recording, and description of the photo if one was taken. The
data used to compile the detailed list was acquired from the ARIS web-based editor (Appendix J)
and the game server data log (Appendix K). Most of the recordings took place on campus,
although a few were made at the participant’s place of residence. The duration of the recordings
ranged between 8 and 55 seconds. Figure 16 depicts the number of participants’ recordings by
date.
Table 10
Game Results
Participant
Number of
Recordings
Number of
Photos
Number of Audio
Prompts Found
(out of 4)
Number of
Omamori Rewards
Found (out of 9)
P1
6
0
4
6
P2
4
3
0
2
(continued)
68
Participant
Number of
Recordings
Number of
Photos
Number of Audio
Prompts Found
(out of 4)
Number of
Omamori Rewards
Found (out of 9)
P3
3
0
1
1
P4
4
3
4
1
P5
9
0
2
3
P6
4
0
1
2
P7
6
0
0
1
P8
7
0
4
1
P9
2
0
1
0
Figure 16. Participant use of the game’s recording feature.
Interviews
After the interviews were transcribed and imported into HyperRESEARCH, the
researcher began the coding process with provisional codes (Miles, Huberman, & Saldaña, 2013)
based on the five WTC antecedents and seven game characteristics. In order to answer the
research questions for this study, a number of quotations have been selected from the participants
in support of the WTC antecedents and game characteristics.
P1
P1
P2 P2
P3 P3
P3
P4 P4 P4 P4
P5
P5
P6
P6
P6
P7
P7
P7
P7 P7P8
P8
P8
P8
P9
0
1
2
3
4
5
6
7
8
9
10
11
12
13
10/8/13
10/9/13
10/10/13
10/11/13
10/12/13
10/13/13
10/14/13
10/15/13
10/16/13
10/17/13
10/18/13
10/19/13
10/20/13
10/21/13
10/22/13
10/23/13
10/24/13
10/25/13
10/26/13
10/27/13
10/28/13
10/29/13
10/30/13
10/31/13
NumberofRecordings
Date
P9
P8
P7
P6
P5
P4
P3
P2
P1
69
WTC antecedents. Table 11 depicts a summary of the evidence found during the
interviews that suggests these antecedents were present for the participant while playing the
game.
Table 11
Evidence of WTC Antecedents
Participant
Perceived
Competence
Reduced
L2 Anxiety
Security
Excitement
Responsibility
P1
X
X
X
P2
X
X
X
X
P3
X
X
X
X
P4
X
X
X
X
P5
X
X
X
P6
X
X
X
P7
X
X
P8
X
P9
Game characteristics. Table 12 lists the game characteristics and whether a participant
had a positive comment about the characteristic, indicated by “+”, or a negative comment,
indicated by “-”.
Table 12
Game Characteristics
Audio
prompts
were of
appropriate
language
level
Open-
ended
format
Storyline
revolved
around a
scenario of
helping
exchange
students
from Japan
Audio
prompts
were
recorded
by a
native
Japanese
speaker
Game
was
designed
to be
played
alone
Audio
prompts
were
recorded in a
welcoming
and friendly
tone of voice
Finding and
collecting
hidden
omamori, or
Japanese
charms
P1
-
+
+
+
P2
+
+
+
P3
+
+
P4
+
+
+
P5
+
+
+
(continued)
70
Audio
prompts
were of
appropriate
language
level
Open-
ended
format
Storyline
revolved
around a
scenario of
helping
exchange
students
from Japan
Audio
prompts
were
recorded
by a
native
Japanese
speaker
Game
was
designed
to be
played
alone
Audio
prompts
were
recorded in a
welcoming
and friendly
tone of voice
Finding and
collecting
hidden
omamori, or
Japanese
charms
P6
+
+
+
+
P7
+
+
P8
-
-
P9
-
Participants
This section includes the researcher’s reflections pertaining to each of the participants.
Participant 1. Participant 1 was enthusiastic from the beginning and was the first person
to volunteer for the study. She shared with the researcher that her major was anthropology and
that she was interested in seeing how the study was going to be conducted. She recently got an
iPhone so she was just learning how to use it. Although she found the most omamori out of all
the participants (6 out of 9), she created her recordings mainly at home. She enjoyed the
opportunity to read Japanese text in the game since she perceived her reading capability to be
subpar. When asked about using her iPhone for studying Japanese, she responded that she mainly
uses her iPhone as a phone.
Participant 2. Participant 2 expressed excitement about playing the game at the
orientation. Despite his initial enthusiasm, he did not respond to any of the researcher’s email
messages nor did he play the game during the designated time frame. He did, however, show up
with another participant at her scheduled time for her one-on-one interview. The researcher
interviewed the two participants at the same time. Unbeknownst to the researcher who had
checked the game logs the night before, participant 2 played the game after the logs were
71
checked and created four recordings. He was able to provide very insightful comments regarding
his experience with the game, perhaps because it was fresh in his memory. He sincerely took the
storyline into consideration when creating his recordings. He mentioned several times that he
wanted to find places that would be interesting to campus visitors. He also was one of two
participants who supplemented his recordings with photos.
Participant 3. Participant 3 played the game the minimum requested times. During her
observation session, she did not seem comfortable speaking in Japanese. This could be partially
attributed to several reasons: (a) she was being observed and (b) another participant (participant
6) joined this observation session. Participant 6 came prepared with notes and seemed
comfortable in recording her voice, which may have intimidated participant 3.
Participant 4. Participant 4 probably adhered most to the game’s storyline while creating
her recordings. As highlighted by her interview comments below, she thought of what she would
have liked to see if she were an exchange student in another country. Participant 4 was one of
two participants who supplemented her recordings with photos, which was further evidence of
her commitment to the game’s storyline.
Participant 5. Although participant 5 declared Cantonese as his first language on the
demographic survey, during his interview he stated that he felt that he had lost his fluency in
Cantonese. Recently he has been trying to regain fluency by talking to himself in Cantonese and
likened this game to that except for the fact that he is using the Japanese language. Participant 5
created the most recordings (nine) out of all the participants.
Participant 6. Participant 6 was probably the most confident in her language skills out of
all the participants. She studied abroad in Japan during the summer after her graduation from
high school. She stated that language learning comes naturally for her and that she has studied
72
four languages (Mandarin, French, German, and Japanese) thus far. Her major is International
Relations and she plans to work abroad after graduating from college. She has also done voice-
overs in the past for a job, which may explain her high level of comfort in creating the recordings
for this game.
Participant 7. Participant 7 was the only participant who did not play video or computer
games. She also chose to disregard the game’s storyline and instead used the game as an
instrument to create an audio journal in Japanese. Since she chose to use the game as a way to
record journal entries, she did not visit the various places on campus to play the game and as
such, found only one of the text prompts and none of the audio prompts.
Participant 8. Participant 8 was a dedicated gamer who, according to her response on the
demographic survey, logged over 40 hours of video and computer gameplay a week. Therefore it
was not a surprise to the researcher when one of this participant’s first responses during the
interview was “Overall, I don’t think it was mostly a game, I think it was just mostly recording
your own thoughts” (interview, October 30, 2013). She initially had problems accessing her
microphone in the game although her microphone worked with other applications. A solution
was found through the ARIS user’s forum. She also shared with the researcher that she is more
interested in being able to read Japanese, and not necessarily speak the language. She mainly
wants to be able to read manga (Japanese comics) and play Japanese video games.
Participant 9. At the orientation, participant 9 expressed doubts about being able to
successfully participate in this study. He felt that because he was a freshman, and this was a
location-based game, that he would be at a disadvantage since he was not familiar with campus.
He also had an older iPhone that he thought would not be able to run the game. At the
observation session, he complained about the slowness of the game on his phone along with
73
other technical problems he was experiencing which could have been due to his older phone. He
was the only participant who did not exhibit any of the antecedents associated with increasing
WTC and was also the only participant who did not find any omamori rewards. Moreover, he
was the only participant who did not create the requested three recordings.
Selected Quotes
This section contains selected quotes organized by themes that will assist in answering
the research questions.
WTC antecedents.
Perceived competence. When asked if she thought the game increased her competence in
speaking Japanese, participant 3 replied that it did by allowing her to practice the building of
sentences and to use Japanese outside of the classroom:
Yes, yeah because like I mentioned earlier. It’s the sentence building structure and then
actually using Japanese outside the classroom. This like forcing you to sort of try to
remember like what words that you need to use (interview, October 31, 2013).
Participant 4 stated that by concentrating on using the language, it changes her mentality,
which in turn will help her language skills:
…it makes you think about how to say things properly and change your mentality which
partly happens when you speak to Japanese in general or are surrounded by Japanese
speakers. So if you start focusing your attention in one language it will help you get a
better feel for it so when you actually talk to somebody you have more confidence in
what you’re saying so it’s not jumbled up or confusing to the other person (interview,
November 6, 2013).
Participant 5 felt that the game helped in the performance of dialogs during class:
Well about this game. It certainly helped my performance in class because during class
we would always have dialog and she would ask us random questions and so like I think
our using the game and talking about places, I already had the answer prepared in my
mind when class came. And then she asked me about the library or something. I would
have a sentence similar to what I needed to say (interview, October 31, 2013).
74
Reduced L2 anxiety. Participant 1 felt that she concentrated more on speaking instead of
what others were thinking:
…you stop worrying about people listening and judging how you’re speaking and you’re
more trying to remember what you are going to say. And kind of use the language
properly. Instead of panicking. And being like “I don’t know what to say” or saying the
wrong thing (interview, November 1, 2013).
Participant 2 made an intentional effort to use the game to help reduce the anxiety he felt
while speaking in class:
I really just wanted to focus on my pronunciation and my pace, because I feel like in
Japanese class I get really flustered like when I get called on, so I think that was like my
main thing to work on with this project was just calming down and being able to
pronounce everything correctly (interview, October 31, 2013).
In response to a question regarding whether this type of game would reduce L2 anxiety,
participant 3 responded that practicing makes her more confident in her skills and that in turn
reduces anxiety.
Yeah. Because it’s speaking, basically. I mean it’s practicing. It’s like making you more
confident in your skills (interview, October 31, 2013).
When asked about anxiety in speaking the L2, participant 4 said that she uses the game as
a virtual practice partner, which would help in reducing her anxiety when speaking to a real
person in the L2:
In Japanese class you’re self-conscious in saying it because you don’t know if you’re
right or wrong and the teacher is there. But if you’re doing it like this [using the game]
you’re kind of putting yourself in a situation where you’re actually talking to someone
but you’re not. And so when you do talk to someone, you might be a little unsure about it,
but you have practiced already saying the form so you can say it faster without stuttering.
Therefore it seems like you know it better. So it kind of would help, yeah (interview,
November 6, 2013).
Participant 5 thought that the game would help in reducing his nervousness when
speaking in Japanese class:
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I’m always really nervous when I go to Japanese class. I need to prepare my mind and on
some days I go to class and she asks me questions and my mind’s gonna be blank. And I
just stumble until she passes on to someone else. But, like I needed more activities to like
mentally prepare myself to be Japanese and not English when I go to class, so I think this
could help if I did it a lot more often (interview, October 31, 2013).
When asked if this game reduced her L2 anxiety, participant 6 responded that the more
you use the L2, the more comfortable you become with the language:
The more you use a language, the more comfortable you become with it especially in
something you have the choice to choose what you talk about, how long you speak about
it, etc. (interview, November 1, 2013).
Participant 7 shared her experience that occurred during an optional kaiwa (Japanese
conversation practice) session where she gradually felt more at ease with speaking in Japanese:
I went to kaiwa the other day. And then like at first I was pretty hesitant to talk in
Japanese but then eventually it got better, and then I’ve also talked to my tutors more, so
I don’t know if this has anything to do with the game (interview, October 31, 2013).
When asked if she thought this game would reduce anxiety when speaking in Japanese,
participant 8 replied that since she chose crowded areas when playing the game, she did not
worry about speaking in the L2:
Well, when I went out to like speak, I was around crowded places so people don't really
bother or look at you while you’re speaking, it sounds like you're just on a phone call
(interview, October 30, 2013).
When asked if he thought this game would reduce anxiety when speaking in Japanese,
participant 9 replied that he did not think so since speaking into a microphone was not the same
as speaking to a real person:
I’d say no actually. Because the way the game works, you speak into a microphone and
you can speak at any volume you want. The big thing about speaking Japanese is that you
have to be understandable, so in the classroom situation you’re talking to someone so you
have to speak up so they can hear you. Here you just kinda can just mumble or something
and the game would accept it. But it actually wouldn't work in society (interview,
October 31, 2013).
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Security. Participant 1 chose to make several of the recordings at home, where it was
quieter than out in public and where she could focus on pronunciation and intonation:
I felt like I wanted to think about it. And then at home it’s quiet, I can hear it when I want
to re-play it back. I could actually hear what I was saying. I wasn’t going to have as many
of those “ums”. And I think I was more focusing on how I was pronouncing things and
the intonation rather than what I was saying in those cases (interview, November 1, 2013).
Participant 7 stated that she felt comfortable while creating the later recordings:
I think for these last couple of recordings, I didn’t write it down beforehand. I think it
was because I felt a little more comfortable (interview, October 31, 2013).
Excitement. Participant 2 spoke of places he enjoyed visiting on campus:
It was useful like coming up with the sentence structures just because it’s like outside
Japanese class so we got to just come up with what we wanted to talk about on our own.
Like at the fountain in front of the [performing arts] center or the arboretum they’re very
like quiet peaceful places. I like to study there. So maybe they would too. And like also I
do yoga at the arboretum because it’s so open and everyone’s just riding their bikes,
having a joyful time. (interview, October 31, 2013).
Participant 3 wanted to share with the exchange students some information about her
favorite building on campus:
[Language building] is actually my favorite building in the campus, ‘cause it’s also the
tallest and a lot of my teachers are there. And the tutor room is there too. … And also the
teachers there are super nice (interview, October 31, 2013).
When asked whether she was excited to play the game, participant 4 replied that she was
excited to put into use different grammatical forms to express herself:
I can use all these new different forms of saying certain things to do and why, and
different forms of saying why (interview, November 6, 2013).
Participant 6 enjoyed sharing trivia about the campus:
It’s whatever you want to share, like for me I said earlier those little tidbits of trivia that
you probably never care about. I like sharing those things (interview, November 1, 2013).
Responsibility. Participant 2 tried to find out-of-the-way places that he thought the
exchange students would find interesting:
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I tried to go to places that weren’t very obvious like the [student union] or the [coffee
house]. I really tried to find places that Japanese speakers or people that were visiting CU
would want to go to but they don’t really know about. Like one’s the [recreation center].
And that’s kinda well known, but the other two were I went to CU creek which is in the
arboretum. It’s this giant park with the river. And the other one is the [recreation center] -
there’s this really pretty like water fountain. I like to sit there and relax (interview,
October 31, 2013).
Participant 3 took into account the difference in cultures when making her recordings:
I tried to take into consideration like what they would try and do in like the certain areas
that I was in. It’s like we met in the [student union], what can I say that I can recommend
to them. But then the problem is also the cultural differences. Would they be interested in
trying out new foods or would they like something similar? (interview, October 31,
2013).
Participant 4 thought about locations that an exchange student would be interested in
hearing about. Also, in order to provide a basis for comparison, participant 4 compared Japanese
college campuses to ones in the US:
I wasn’t thinking about it from an American’s point of view as I was playing it or using
the program. I was thinking about it in terms like if I was an exchange student here in
California or if I went to Japan and it was a program they were doing themselves for
us…So I was giving “why I like this here” and “oh yeah, this is good and sometimes I get
this because it’s my favorite drink” or “I like to lay out in the quad because it’s pretty
quiet, regardless of the time of day it’s actually pretty quiet and empty and sunny and it’s
pretty close to all the buildings” so my whole aspect on it was trying to be as helpful as
possible because I know if I were using the program as a foreign person, I would not find
it helpful if people just said they were here and that’s it. I’m like “no, I would like to
know more about it” like “okay, so that’s why people are always here.” Especially like
culture differences. I don’t know if they have big lawns in Japanese colleges, I know they
don’t in high school. So it’s like “why do they have this space” and you tell it, and it
gives people spaces to read, or “why is there a coffee shop on campus” well, because
people like to do this and it’s a good place to study. So it kind of gives an overall better
understanding of the culture that you are trying to immerse yourself in (interview,
November 6, 2013).
Participant 5 shared unique activities that are available at the university’s recreation
center:
I was trying to pinpoint or trying to show how there’s different kinds of activities at the
gym. Like I did not say weight lifting, but most gyms have basketball, but the fact that it
has yoga and karate, that’s unique to the [recreation center] gym. So that’s why I had said
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those. And then besides the activities that you could do there, I wanted to include what is
there. Like Starbucks and the convenience store. And I wanted to also say that they also
hold meetings (interview, October 31, 2013).
Participant 6 included other aspects of a building about which an international student
might be interested:
If it was really going to an international student, that’s kind of the information, like the
little tidbits of trivia that you normally wouldn’t care about but it just gives a whole other
feel to the building when you look at it (interview, November 1, 2013).
Game characteristics.
Audio in Japanese. Participant 1 commented about the NPC’s intonation and
pronunciation in the game:
When she [NPC] spoke that’s also nice because you could hear just how to pronounce
things and intonation and everything. I did like how you could listen back because then I
could see how I was speaking (interview, November 1, 2013).
Although participant 4 thought the listening part was easy, she also felt that it increased
her confidence in understanding the L2.
The listening part was pretty easy because it was very basic. It was like “oh I can
understand it. Okay.” But it also increases my confidence in understanding. It’s like “Yay,
I got that” (interview, November 6, 2013).
Participant 6 mimicked how the NPC spoke in order to sound more like a native speaker:
You listen to it, you see what a native speaker has to say about that place, you kind of
repeat it to yourself, and then you’re like this is how I would describe this place to
another native speaker (interview, November 1, 2013).
Storyline. Participant 6 recorded information on a rarely visited museum in the oldest
building on campus:
It was just something I really wanted to share with people because I was like “no one
ever visits that museum inside [campus building].” And a lot of people don’t know that
it’s the oldest building on campus (interview, November 1, 2013).
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Open-ended format. Participant 1 did not enjoy the open-endedness of the game, and
would have preferred that there be specific objectives or goals:
I would like there to be more objectives mainly because I’m the kind of person that wants
to be able to have completed all the objectives (interview, November 1, 2013).
Because the game was open-ended, participant 2 was able to practice various sentence
types and incorporate different vocabulary:
And there wasn’t really any like constraints to that. So I was able to use a lot of different
sentence types and I tried to use different vocabulary and structures (interview, October
31, 2013).
…there weren’t any constraints and that did allow me to just talk freely and it, I think that
helps you like practice more because if you did have constraints then you’d be very
limited to what you could say (interview, October 31, 2013).
Participant 3 enjoyed the fact that she could go anywhere and record anything:
But I found it fun. Because like I can go anywhere. I can do [record] anything (interview,
October 31, 2013).
When asked about the open-ended format of the game, participant 5 said he liked it and
that playing this game was similar to what he did on a day-to-day basis when he spoke to himself
in Cantonese:
Like I like things all spontaneous. And so it kind of worked well like I didn’t have to
follow a set schedule of what I needed to do. And again, it’s very similar to what I just do
on a day-to-day basis where I just talk by myself. And so whenever a thought comes up I
should have just pick up the phone and just spoke about it (interview, October 31, 2013).
Participant 6 enjoyed the game because it did not force her to use it on a regular basis:
I love a game like that. That’s why I like Mabinogi [an online game]. You’re free to do
whatever you want. It is like a no pressure kind of thing (interview, November 1, 2013).
And it’s also great that you don’t have that kind of pressure to produce something on a
regular basis. It’s whatever you want to share, like for me I said earlier those little tidbits
of trivia that you probably never care about. I like sharing those things (interview,
November 1, 2013).
Participant 7 chose to use the game as way to log audio diary entries:
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I would make it into a diary format. So I think the fact that it’s open ended is really good
because people can use it to do anything (interview, October 31, 2013).
Participant 8 did not like the open-ended format of the game, specifically the hidden
rewards (omamori). She would have preferred to have a list of the omamori and their locations
ahead of time:
Also with the open-ended thing, it’s like you’re not sure of like what you’re supposed to
collect basically, because they’re all scattered around, so there’s not really a list of where
they are at. So it’s like you have to find ‘em yourself (interview, October 30, 2013).
During the interview, participant 9 again brought up the fact that he thought he was at a
disadvantage since he did not know the campus as well as the other participants.
Well, it was convenient I guess. But at the same time, kind of hurtful since I’m a
freshman, I barely know of this school. I’m sure for the other members in this group
study it was really helpful because they already know a lot. But for me I only know about
the [campus building] and maybe my dorm. How do I describe those? (interview,
October 31, 2013).
In-game rewards. As previously mentioned, participant 1 found the most omamori, or
rewards in the game. During the interview, she said that she was still wondering where the other
omamori were located:
I really liked that. I was like I want to find where all of them are. I really wonder where
the last four are… (interview, November 1, 2013).
Participant 6 held informal challenges with a few other participants by seeing who
received the most omamori:
‘Cause like me and my friends for like a day were like scouting to see if we could find
the other ones. We were unsuccessful but we were like okay that’s fine. That’s okay.
Towards the end, maybe this past week, we were comparing each other’s logs. We were
like “I got one omamori” and I’m like “I got two, hey…” It’s kind of fun when there are
little easter eggs [rewards] hidden inside the game (interview, November 1, 2013).
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Other themes.
Preparation. Participant 1 prepared in advance before doing a recording and then re-
recorded until she was satisfied with her audio:
I prepared ahead. I wrote it down. And I read it off to myself first. And then I recorded it.
And then if it didn’t sound good on the recording when I listened back, I re-recorded it
and listened again to see if I fixed the things I wanted to fix (interview, November 1,
2013).
Participant 4 prepared in advance before making a recording:
I would actually write it out in English, translate it into Japanese, make sure I have the
correct form. Sometimes practice it before actually saying it. That way it doesn’t come
out too choppy as I’m recording it (interview, November 6, 2013).
Participant 5 prepared in advance by writing scripts:
I didn’t do this spontaneously, I wrote down my answers before I spoke it. And so it kind
of made me think harder and I actually had some grammar issues trying to say what I
wanted to say. So I think I got some wrong, but it made me learn a little bit. That was
good (interview, October 31, 2013).
Enjoyment. Participant 1 enjoyed playing the game between classes even though she
ultimately made most of her recordings at home:
I really liked recording and listening back and I thought it was fun when I did have the
time to play it…, it was nice because I have breaks in between classes and I can just walk
around and see what they were saying and I mean that I recorded stuff at home but I
listened to things a lot around campus (interview, November 1, 2013).
Participant 3 enjoyed going to different places and finding the voice prompts:
But it was fun overall. Because it was like go to different places and find those little –
like when we went over to the [student union] and found those little voice bonuses like
this is so fun it’s like I can talk about the drinks I’m going to get (interview, October 31,
2013).
Participant 4 enjoyed using the L2 to describe the places on campus she frequented.
It was pretty fun ‘cause it had me think about places and why do I go here. I go here often,
but why. And where do I actually go, and then not only say it English but have to
translate it and use the skills that I have been acquiring for the last few years, in practical
terms (interview, November 6, 2013).
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Participant 5 expressed excitement about looking for the rest of the omamori and
exploring campus at the same time:
After I had played it, yeah, I was excited. I wanted to find the rest of the omamori.
Because there's a lot of the campus that I have not explored yet. I usually stay in my own
place. Or classes, and go straight home (interview, October 31, 2013).
Participant 7 enjoyed being able to use her Japanese language skills with this game:
I think whenever I recorded it I enjoyed it, it’s just like I don’t have a habit of using apps,
but it was fun when I did it because like then, I’m thinking, oh like I actually get to use
my Japanese now (interview, October 31, 2013).
Did not record. Participant 1 said that after listening to some of the prompts, she just
thought about the answer but did not respond:
And then thinking about my answer. Because I just think about my answer. I just didn’t
answer them. I did like how you could think beforehand before you actually said
anything (interview, November 1, 2013).
Re-listened to own recordings. Participant 1 listened to her recordings and re-recorded if
necessary:
Since you can listen back you can fix all of your mistakes so if you do say the wrong
thing you can be like “that’s not the right thing OK I need to change that” (interview,
November 1, 2013).
Participant 2 re-recorded if the original recording didn’t sound right:
Some of mine I recorded several times. Because like the first time I was just like reading
so fast it was really jumbled. And then I would listen to it and I’m like “that sounds
awful.” I’d re-record it and try talking in a more calm and conversational manner and in
that way each time I’d re-recorded it, it did seem a lot calmer and more smooth to me
(interview, October 31, 2013).
Participant 4 wanted to make sure her recordings were understandable by the listeners:
Wrote in English and Japanese, make sure I had it right, practiced it a little bit, recorded,
if I didn’t like the recording, delete it, did it again. ‘Cause I would probably have wanted
to make sure I had it correct (interview, November 6, 2013).
Participant 5 re-recorded his audio until he was satisfied with the results:
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I re-listened a lot. I kept deleting and redoing over and over and over until I found one
that I spoke fluently enough, or smoothly enough, there wasn’t too much loud
distractions. Or sound interference. And that I didn’t stutter. That’s why I had a piece of
paper (interview, October 31, 2013).
Continue playing the game. Participant 1 indicated that she intends to continue to use the
game:
I was thinking about it and I figure I would probably keep the app on my phone to just to
have something to practice with (interview, November 1, 2013).
Participant 7 plans to make it a goal to use this game more often:
I think I want to make it a goal for me to use it more because I think it really does help
and yeah. I don’t know. I’m still like pretty excited about this game even though I haven’t
used it a lot. But I think it’s good to have on my phone (interview, October 31, 2013).
Instructor feedback. Participant 1 would have liked to receive feedback from her teacher:
One thing that I was kind of bothered by was when you speak, you don’t have anything to
test it against so you don’t know how good you are. You kind of just like “I think this is
good but I’m not quite sure” but I mean that’s where you would go to a teacher. I’d be
like “is this OK? Am I saying it properly? Is like the grammar correct?” (interview,
November 1, 2013).
Participant 6 would like to have received feedback from her teacher as to whether the
form of speech she was using was appropriate (casual versus formal):
I’d probably would like to see if I’m using it correctly and if sensei [her instructor] had
any feedback or she might say “you sound too formal here, you can use a more casual
form of speech” things like that. Especially when I have goals of living abroad or
working or studying abroad you want to know what kind of speech works well in every
situation so you’re not sounding weird. So it helps from a native speaker to know what
you are doing wrong or what you are doing right (interview, November 1, 2013).
Participant 8 indicated that she was not sure if she was speaking correctly and that it
would have been nice to receive feedback:
I had no one around me to correct my speaking, so I'm not sure if I was speaking well
enough or if I was speaking correctly at all… Yeah, it would be nice to get feedback, but
it’ll be embarrassing too (interview, October 30, 2013).
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Social aspects. Because participant 6 arrived earlier than expected for her observation
session, it overlapped with participant 3’s session. When asked about the overlapping sessions,
participant 3 said that she thought it was a good experience:
Because we can bounce off ideas, and then you can like practice your sentences with
them. Or you can speak to them in Japanese. Because they also can speak the language
that you’re trying to learn. So then I was like this is good and we can do self-corrections
with each other (interview, October 31, 2013).
Participant 4 thought that the game could be improved by the addition of social media
features such as that of Yelp, where users can view what other users have said about a particular
location:
Like if you look at Yelp, there are other comments from people. But for this game, you
don’t really know what other people have said. Why are they here? Oh, look they’re here.
Maybe I should talk to them. You can talk to someone in person…Maybe have the option
to share it or not share it. Do you want it to be public or private? (interview, November 6,
2013).
Participant 6 and participant 3 were observed at the same time. During the interview, the
researcher asked participant 6 what she thought about this overlapping session. She said that she
enjoyed having someone to interact with while playing the game:
It is fun to have someone there so it’s like “what are you going to talk about…don’t copy
me” things like that. Or “hey am I saying this right? Is my grammar right?” It’s that kind
of extra layer of security. It’s not that awkward that you’re walking around saying things
to yourself. You have a buddy system so in that way it’s more enjoyable if you do that.
Or let’s say you’re talking about the same place you can offer two different perspectives
on the place. That kind of thing is really nice I think (interview, November 1, 2013).
Repeated listening to one’s own voice. Participant 7 shared an experience that she had
during a class activity in which she found that the more she listened to her own voice in the L2,
the more comfortable she felt speaking:
I think this game too, just like hearing your voice in Japanese is like something that helps.
We did the activity [in class] where we have the earphones and I talk to a random person.
The first time we played that, I was like “oh my gosh, like I don’t want other people to
hear my Japanese. Like this is really nerve wracking and what if I get one of the tutors?”
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and then I was like really stuttering. And I don’t know if it’s ‘cause like oh we’re learning
more Japanese now, or that like I went to kaiwa or like met more Japanese people, or
played this game but the second time we did it, I was a lot more comfortable with it. And
then even to the point that I was like “I don’t care if I get a tutor.” And then when I was
speaking into the microphone, I could hear my voice and it sounded kind of nice! And
then I kept on talking and stuff. And then like I was “ok let’s repeat this activity” ‘cause
it was pretty fun to like hear your voice (interview, October 31, 2013).
Technical problems: Participant 9 initially looked forward to playing the game, but ran
into technical problems early on:
I really liked the idea of biking around the school and picking up tokens. But I ran into
Internet issues so I couldn’t even do that…the first time I did this, somehow the recording
didn't take so it got deleted, the second time I tried it again, and the thing froze (interview,
October 31, 2013).
Other uses. Participant 7, who was a non-gamer, chose to use the mobile app not as a
game but instead as a way to create audio journal entries in Japanese:
It was fun ‘cause I wanted, I guess like when I was doing that I was already thinking of
this game as my diary, ‘cause I was kind of like introducing myself, and I think before
this one I made another recording that was like “ja, ikimashou” like “let’s play the game
now!” Kind of like me and my diary are friends or something like that (interview,
October 31, 2013).
Cross-case Analysis
One purpose of using cross-case analysis is to determine if there are similar themes that
run across the cases (Miles et al., 2013). It is also a strategy for enhancing the generalizability of
a study’s findings (Merriam, 1998). Miles et al. (2013) recommend the use of Content-Analytic
Summary Tables to bring together data from multiple cases in order to compare and contrast
across the cases. The Content-Analytic Summary for the WTC antecedents is depicted in Table
13. Research question 1 explored how students described the ways in which playing the AR
game influenced their WTC in the Japanese language. In order to assist in answering this
question, the following Content-Analytic Summary for the WTC antecedents was compiled.
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Table 13
WTC Antecedent Content-Analytic Summary
Perceived
Competence
Reduced L2
Anxiety
Security
Excitement
Responsibility
P1
Felt that the
speaking
practice
would
increase her
competence.
Concentrated
more on
speaking instead
of worrying
about what
others thought.
Recordings were
made at home
where it was
quiet and she
could focus on
pronunciation
and intonation.
P2
Felt that any
sort of
language
practice will
make him
more
competent in
speaking.
Made an
intentional effort
to use the game
to help reduce
the anxiety he
felt while
speaking in
class.
Spoke of places
he enjoyed
visiting on
campus.
Tried to find out-
of-the-way
places that he
thought the
exchange
students would
find interesting.
P3
Felt that her
competence
will increase
by practicing
sentence
building
outside of
class.
Practicing
makes her more
confident in her
skills and that in
turn reduces
anxiety.
Shared
information
about her
favorite
building on
campus.
Took into
account the
difference in
cultures when
making her
recordings.
P4
Concentrating
on using the
language
changed her
state of mind,
which in turn
would help
her language
skills.
Using the game
as a virtual
practice partner
will allow her to
feel less anxiety
when speaking
to a real person.
Excited to put
into use
different
grammatical
forms to
express herself.
In order to
provide a basis
for comparison
to the exchange
students,
participant 4
compared
Japanese college
campuses to ones
in the US.
(continued)
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Perceived
Competence
Reduced L2
Anxiety
Security
Excitement
Responsibility
P5
Felt that the
game helped
the
performance
of dialogs
during class.
Thought that the
game would
help in reducing
his nervousness
when speaking
in Japanese
class.
Shared unique
activities that are
available at the
university’s
recreation center.
P6
Felt that the
more you use
the L2, the more
comfortable you
become with the
language, thus
reducing
anxiety.
Enjoyed sharing
trivia about the
campus.
Included other
aspects of a
building about
which an
international
student might be
interested.
P7
Gradually felt
more at ease
with speaking in
Japanese during
a conversation
practice session.
Felt comfortable
while creating
her later
recordings.
P8
Since she chose
crowded areas
when playing
the game, she
did not worry
about speaking
in the L2.
P9
Did not think
that this game
would reduce
L2 anxiety since
speaking into a
microphone was
not the same as
speaking to a
real person.
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Perceived competence, which occurs when learners feel that they have the capability to
communicate effectively in certain situations, showed up in several ways for the informants.
Several commented that any language practice, including that obtained in this game, would
increase their competence. Only participant 5, however, directly attributed this game to helping
his performance in his Japanese class.
Of the five antecedents of WTC analyzed in this study, reduced L2 anxiety appeared
most frequently. L2 anxiety occurs when the learners have a fear of communicating in the L2.
Just as with perceived competence, several participants thought that any language practice would
ultimately reduce their anxiety when speaking in the L2. Since the game allowed the participants
to choose the locations where they would make their recordings, this factor appeared to play a
part in reducing anxiety. For example, participant 1 felt more comfortable creating her
recordings at home, while participant 8 purposely chose crowded areas where she felt others
around her would not notice that she was speaking Japanese into her phone. However, not all
participants thought that the game would reduce their L2 anxiety. Participant 9 did not think that
the game would reduce L2 anxiety because it did not replicate the act of speaking to a real person.
Research has shown that security is exhibited when the learner has some knowledge
about the topic of conversation, when there are fewer interlocutors present, and when the
interlocutors have a positive and pleasant attitude (Kang, 2005). Several of the participants
indicated that they chose the places they knew the most about. For example, participant 6
acquired some trivia about the campus’ buildings during her freshman orientation and chose to
share this information. Participant 2 visited the arboretum on campus often, so he spoke of its
creek and trees. Participant 1 exhibited a sense of security when she made her recordings at
home, with no one else was around and where it was quiet.
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The WTC antecedent of excitement appears when the learner is interested in the topic of
conversation (Kang, 2005). There is evidence of this phenomenon in the responses from the
participants: it was clear that there was a higher level of engagement when the students selected
their optimal learning environments. For example, participant 2 spoke of practicing yoga in a
quiet part of campus that few people visited.
Lastly, responsibility tends to appear when there was a feeling of obligation or duty to
deliver a clear message when speaking in the L2 (Kang, 2005). In this study, responsibility was
exhibited mainly when the participants took into consideration the game’s storyline, which was
to create audio recordings at places that they thought exchange students from Japan would find
interesting. For example, participant 6 said she had the international students in mind when she
made recordings at locations including a museum in a campus building and the lounge in the
student union. Her game recordings also reflected this sense of responsibility and an adherence
to the game’s storyline. As an example, her recordings always ended with 「時間があればぜひ
来てくださいね。」(Translation: “If you have time, by all means please come to this place.”)
Similarly, participant 5 said he chose places and activities that he thought were unique to the
campus. For example, he mentioned that the gym has yoga and karate in addition to the usual
sports such as basketball. His audio recordings mirrored this sentiment as well. Two participants
took pictures of the locations they spoke about in the game. This can be construed as further
evidence of the WTC antecedent of responsibility. Both participants who took pictures indicated
that they wanted to show the exchange students images of the campus to supplement their audio
recordings in order for the exchange students to get a better feel of those locations.
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Research question 2 identified the game characteristics that the participants attributed to
influencing their WTC in the Japanese language. In order to assist in answering this question, the
following Content-Analytic Summary for the game characteristics was compiled (Table 14).
Table 14
Game Characteristic Content-Analytic Summary
*A
B
C
D
E
F
G
P1
Did not
enjoy the
open-
endedness of
the game
and would
have
preferred
specific
goals.
Compared
the NPC’s
pronunciation
and
intonation to
participant’s
own
recordings.
Recordings
made at
home
when no
one else
was
around.
Enjoyed
looking for
the
omamori.
Found the
most
omamori
out of all
the
participants.
P2
Because
there were
few
constraints,
he was able
to practice
various
sentence
types and
incorporate
different
vocabulary.
Tried to
find out-of-
the-way
places that
he thought
the
exchange
students
would find
interesting.
Thought
that there
should be a
prize for the
person who
found the
most
omamori.
P3
Enjoyed the
fact that she
could go
anywhere
and record
anything.
Took into
account the
difference
in cultures
when
making her
recordings.
(continued)
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*A
B
C
D
E
F
G
P4
Although she
thought the
listening part
was easy, it
increased her
confidence in
understanding
the L2.
Game
allowed her
to use the L2
to describe
the places on
campus she
frequented.
In order to
provide a
basis for
comparison
to the
exchange
students,
participant 4
compared
Japanese
college
campuses to
ones in the
US.
P5
Liked that
he did not
have to
follow a set
schedule for
this game.
Shared
unique
activities
that are
available at
the
university’s
recreation
center.
Found it
exciting to
look for the
rewards
(omamori)
because it
allowed
him to
explore
different
parts of
campus.
P6
Enjoyed the
game
because it
did not force
her to play
on a regular
basis.
Included
other
aspects of a
building
about which
an
international
student may
be
interested.
Mimicked
how the NPC
spoke in
order to
sound more
like a native
speaker.
Held
informal
challenges
with a few
other
participants
by seeing
who found
the most
omamori.
P7
Chose to use
the game as
way to log
audio diary
entries.
Recordings
made at
home.
(continued)
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*A
B
C
D
E
F
G
P8
Did not like
the open-
ended
format of
the game,
specifically
the hidden
rewards
(omamori).
Would have
preferred to
have a list
of the
omamori
and their
locations.
P9
Thought he
was at a
disadvantage
since he did
not know
the campus
as well as
the other
participants.
*Codes
A = The audio prompts were of appropriate language level for the participants.
B = The game had an open-ended format.
C = The storyline revolved around a scenario of helping exchange students from Japan.
D = The audio prompts were recorded by a native Japanese speaker.
E = The game was designed to be played alone.
F = The audio prompts were recorded in a welcoming and friendly tone of voice.
G = The hidden omamori, or Japanese charms, added a learning incentive.
The game was specifically designed to encourage WTC in the participants. In order to
determine if the game succeeded in this endeavor, the interview transcripts were examined for
the participants’ perceptions regarding the following characteristics:
Z The audio prompts were of appropriate language level for the participants.
Z The open-ended format allowed learners to choose where to record, when to
record, and the topic of the recording.
Z The storyline revolved around a scenario of helping exchange students from Japan.
Z The game audio prompts were recorded by a native Japanese speaker.
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Z The game was designed to be played alone.
Z The audio prompts were recorded in a welcoming and friendly tone of voice.
Z The hidden omamori, or Japanese charms, added a learning incentive.
With one exception, all game characteristics were referenced by at least one of the
participants. Although research indicates that a warm and friendly interlocutor reduces the level
of anxiety in the L2, participants in this study did not comment on this feature. The characteristic
most commented upon was that of the open-ended format of the game. Participants enjoyed the
fact that they had free reign as to what they recorded and where the recordings were made. One
participant also liked that there was not a set time schedule to follow while playing the game,
perhaps alluding to the fact that all his school assignments almost always came with deadlines.
The following themes emerged from the data:
Preparation – Several participants prepared in advance before making a recording by
writing a script of what they planned to say.
Enjoyment – Most participants stated that they enjoyed playing the game and a few
indicated that they would like to continue playing even after the study had concluded.
Review – Although not required to do so, several participants indicated that if they were
not satisfied with their recording, they would delete it and re-record until they were satisfied.
Feedback – Three of the participants indicated that the game would be more useful to
their language learning if they knew that they were using the correct grammatical form.
Therefore, they felt that it would be beneficial to have an instructor provide feedback on their
audio recordings.
Socialization – Several comments by participants suggested that they would have liked to
have collaborated with other participants in the game or listen to their recordings.
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Individualization – One participant disregarded the game’s storyline and instead used the
game as means to record personal thoughts in Japanese.
Technology – Several participants encountered technical issues at various times during
game play.
Real-world tools – Several of the participants used Google Translate on their mobile
devices to assist them in preparing for their audio recordings.
Anime – Seven out of the nine participants indicated that one of their reasons for
studying Japanese was their interest in anime. Anime is a media genre that consists of Japanese
animated films or TV programs (Napier, 2005).
Summary
This chapter presented key findings obtained from the demographic survey, observations,
interviews, and game logs for the nine participants. These findings were categorized based on the
two research questions. The first section included findings related to the five WTC antecedents
and the second section contained findings related to the game characteristics that may affect
WTC in the L2. Other themes that emerged from the data were also identified. The findings will
be explored and discussed in more detail in the following chapter.
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Chapter 5: Discussion
This chapter summarizes the study and will examine key results that were presented in
the previous chapter. The findings will be grouped into meaningful themes, which will then be
used to answer the research questions. An evaluation of the doctoral study has been included,
together with recommendations for further research. The concluding section provides an outline
of the theory arising from this study.
The purpose of this study was to examine student perceptions regarding the use and
design qualities of an AR mobile game in a Japanese language course at an institute of higher
education in California. Within this qualitative investigation, the researcher explored if, and how,
the game’s use and design qualities affected students’ perceptions of their WTC in Japanese. The
following research questions guided this study:
1. How do students participating in a second-year Japanese language course at a
California public university describe the ways in which playing a mobile AR game influenced
their WTC in the Japanese language?
2. What characteristics of a mobile AR game do students participating in a second-year
Japanese language course at a California public university attribute to influencing their WTC in
the Japanese language?
The study was conducted in the fall of 2013. A total of nine students enrolled in a second-
year Japanese language course at an institute of higher education in California participated in this
project. After attending an orientation session, the nine participants were asked to play the game
at least three times within the three weeks allocated for the game. During this period, the
researcher conducted several observations of the participants playing the game. After three
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weeks, all nine participants agreed to be interviewed. Game player artifacts such as audio
recordings and photographs were analyzed alongside the game’s server logs.
Key Themes
There were nine major findings that were considered conceptually interesting and worthy
of further discussion. Eight of these findings have been grouped into four meaningful themes as
depicted in Figure 17. The last finding, which is student interest in Japanese animation, will be
discussed in the recommendations section of this chapter.
Figure 17. Findings to themes grouping
Use of mobile devices. Many students at the beginning of the 21
st
century are never far
from powerful, multi-functional, and networked computers. These computers are often carried on
their person in the form of smartphones. Several of the participants in this study used Google
Translate (http://www.google.com/mobile/ios/) on their mobile devices to assist them in the
preparation of their audio recordings. The use of such tools support the premise of situated
learning “by placing the game within a context of real tools and techniques that the players are
skilled in and become skilled at using” (Klopfer, 2008, p. 58).
In addition to Google Translate, other tools on students’ smartphones, such as language
dictionaries and access to the Internet, give them the support they need for language learning
where and when they need it. Multilingual capabilities of smartphones allow users to read and
write in the L2. This is a feature that only one generation earlier was not readily available for
Useofmobile
devices
Technology
Realworldtools
Impacton
personalized
learning
Socialization
Individualization
Needforinstructor
feedback
Feedback
Incidentallearning
activities
Preparation
Enjoyment
Review
97
most language learners. Prior to the widespread acceptance and use of a now industry standard
character encoding process called Unicode, individual platforms, including mobile devices, were
limited to the localized alphabet characters (“What is Unicode?,” n.d.). For example, prior to the
use of Unicode, most users in the United States had access to only English alphabet characters
when reading or typing on their mobile devices. Students using the current generation of mobile
devices can now read and write in the L2 on their devices. This use of Unicode provides
multilingual capability, which combined with newer mobile devices’ increased processing power,
allows for the addition of speech-to-text and text-to-speech in the L2, which means that students
can dictate to their mobile devices using the L2 and have it entered as text or have L2 text read
back. These capabilities are only beginning to be tapped by language teachers and learners and
show great promise for the development of future AR mobile learning applications.
Although most of the students were able to participate successfully in the game without
any technical issues, one participant in particular did experience some problems. Participant 9
had an older phone than the other participants and experienced technical issues that may have
been attributed to his phone’s lesser capabilities. This student was also the only participant who
did not exhibit any of the WTC antecedents, which could be attributed partially to the technical
issues he encountered with his phone. This was an indication to the researcher that developers
and instructors should be mindful of the fact that capabilities of student-owned devices will vary
from device to device. This finding addresses the importance of assessing the likely range of
devices in use among the population of learners, and designing the game for the most inclusive
set of device requirements. Older devices may not have the performance to support processing-
intensive game features.
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Impact on personalized learning. Different learning styles became apparent during the
course of this study. Learning and play styles ranged from cooperative to solo, and from
following the narrative to students striking out on their own. Several comments by participants
suggested that they would have liked to have collaborated with other participants in the game or
listen to the other participants’ recordings. The game was initially designed for participants to
work in isolation since previous research has shown that anxiety can occur when there are other
listeners in attendance (Kang, 2005). However, in order to accommodate those without access to
an iOS device, the researcher decided to give the participants the option of working in groups,
though no one chose to do so. During their interviews, several participants mentioned social
aspects of the game in a positive light, such as discussing their dialogs with their classmates and
comparing achievements. Klopfer (2008) offers several reasons for incorporating a social
component into mobile educational applications including the following: mobile learning allows
for an ever-changing game dynamic, promotes both collaborative and competitive game play,
and provides an opportunity for players to learn from each other.
Not all participants shared in the desire to make the game more social. Participant 7 chose
not to use the game as designed but instead used it as a personal diary or journal: this observation
was considered an outlier. In one of her recordings (October 28, 2013), she said 「今部屋にい
る。日本語はちょっとむずかしいと思う。しょうらい日本語が上手になるかな。」
(Translation: “I’m in my room right now. I think Japanese is kind of difficult. In the future, I
wonder if I will ever become skilled at it”). This example showed that the game could be
successfully used in ways in which it was not originally intended. This is a positive aspect of any
educational tool because not only does it verify the flexibility of the tool, but also gives insight
into the learners’ preferred method of learning. Participant 7 also happened to be the only non-
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gamer out of all the participants. Presenting the project as more than just a game may be a way to
attract other non-gamers to participate in similar studies in the future. With an open-ended game
such as Yookoso, the possible applications are limited only by the users’ imaginations.
Need for instructor feedback. Three of the participants indicated that the game would
be more useful to their language learning if they knew that they were using correct grammatical
forms. Therefore, they felt that it would be beneficial to have the instructor provide feedback on
their audio recordings. The game was designed specifically to not allow anyone other than the
participant who created them (and the researcher) to listen to the recordings. It was thought that
by the students playing individually, this design feature would reduce L2 anxiety and promote a
feeling of security. Although it may have reduced anxiety and/or promoted a feeling of security,
it should not be surprising that students have a desire for corrective feedback since previous
research (Schulz, 2001) has shown that students want their errors to be corrected. Specifically, in
her two studies concerning teacher and student perceptions on grammar instruction, Schulz
found that most students believe that corrective feedback plays an important role in learning
grammar in the L2. In future projects, it may be beneficial to allow the participants to designate
whether recordings are to be public or private in order to allow for feedback from their
instructors. A feature such as this would allow the game to both encourage WTC and provide an
option for instructor feedback, if desired by the student.
Incidental learning activities. Although playing the game was considered a learning
activity in itself, several other behaviors associated with language learning also surfaced. Though
not required to do so, several participants prepared in advance of their recordings by writing
scripts of what they planned to say. This involved pre-activities, such as looking up vocabulary
using dictionaries or online translators, and determining proper and appropriate grammar
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structures. For example, participant 5 stated: “It certainly made me look up more vocabulary. For
example, I didn't know how to say the word ‘basement’ in Japanese until this game” (interview,
October 31, 2013).
Participants who chose to re-record their audio contribution when they were dissatisfied
by the way they sounded, benefited from additional speaking practice. In regard to listening to
one’s own voice, participant 7 said that the more she heard her own voice in the L2 when
reviewing the recordings, the more comfortable she felt articulating sentences. However, not all
participants enjoyed listening to their own voices. During the stimulated recall activity in which
participants were asked to listen to one of their recordings and share their thoughts prior, during,
and after creating a game audio recording, most of the participants expressed mild distress about
having to listen to their voice recordings. This was consistent with Holzman, Berger, and Rousey
(1967) who found that listening to one’s own voice caused affective and defensive responses.
Based upon the participants’ experiences and past research, it may be reasonable to deduce that
although initially distressful, repeated listening to their voices can allow users to become
comfortable with hearing their own voices in the L2. It appears to be an important component in
the language learning process to review and revise. This is not always possible in a conventional
classroom. Since digital audio recordings are simple to create using mobile devices and laptop
computers, students should be encouraged to take advantage of this capability to record and
listen to their own voices as a means to encourage WTC.
Several participants shared that they were able to apply what they had learned in their
Japanese language class when making recordings with the game. In one example, participant 6
said: “I think any outside practice of the classroom is very beneficial especially if you do use a
new sentence structure you’ve learned recently. That really helps.” (interview, November 1,
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2013). Additionally, participant 4 said that the game allowed her to “use the skills that I have
been acquiring for the last few years in practical terms” (interview, November 6, 2013).
Likewise, in their study of the use of mobile devices to assist students learning Japanese in real
life situations, Ogata et al. (2006) found that their participants perceived that the mobile devices
aided them in practicing situationally what they had learned previously in class. Klopfer (2008, p.
221) summarized this phenomenon concisely by stating “Mobile games excel at connecting to
existing classroom ecologies, and extending them in powerful new directions.”
Although Yookoso had an educational purpose, it was clear that it also offered a sense of
fun and enjoyment. Though the sample size was small, almost half (four out of nine) indicated
that they would like to continue playing the game even after the study had concluded. This
finding was consistent with previous studies about AR on mobile devices (Dikkers, 2012; Wells,
2012) in which players found the use of AR applications to be enjoyable. The possibility of
students using the game on their own is an exciting prospect. Research has shown that positive
motivation is associated with successful language learning (Lightbown & Spada, 2006) and also
influences WTC (MacIntyre et al., 1998).
Research Questions
It is possible to respond to each of the research questions in the light of these key findings.
Research question 1 was intended to explore how students described the ways in which playing
the AR game influenced their WTC in the Japanese language. The WTC antecedents examined
in this study were: perceived competence, reduced L2 anxiety, security, excitement, and
responsibility. All five antecedents were present in varying amounts with some of the
participants. None of the participants exhibited all five of the antecedents. However, three of the
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participants exhibited four out of the five antecedents. One participant did not exhibit any of the
antecedents and is considered an outlier.
Perceived competence, which occurs when learners feel that they have the capability to
communicate effectively in certain situations, showed up in several ways for five of the
informants. Several participants shared their belief that any language practice, including that
obtained in this game, would increase their competence in speaking Japanese. This notion was
confirmed in the study conducted by MacIntyre and Charos (1996) in which they found that
WTC was in part affected by perceived L2 competency and opportunities to use the language.
Participant 5 thought that the use of this game helped him in his Japanese language class:
Well about this game. It certainly helped my performance in class because during class
we would always have dialog and she would ask us random questions and so like I think
our using the game and talking about places, I already had the answer prepared in my
mind when class came. And then she asked me about the library or something. I would
have a sentence similar to what I needed to say (interview, October 31, 2013).
Of the five antecedents of WTC analyzed in this study, reduced L2 anxiety was exhibited
most frequently. L2 anxiety occurs when the learners have a fear of communicating in the L2.
Eight of the nine students perceived that this game reduced their L2 anxiety. Some of the
participants shared with the researcher that they felt L2 anxiety when speaking in the classroom
setting. However, this study found that students who indicated that they were nervous when
speaking in class ultimately created the same number of game recordings (or more) than those
who were more confident in their language skills. This indicates that anxiety due to the lack of
confidence in L2 proficiency is not a factor at the time when the student decides to play the game
and make recordings. For example, participant 5 shared with the researcher the following
statement: “I’m always really nervous when I go to Japanese class. I need to prepare my mind
and on some days I go to class and she asks me questions and my mind’s gonna be blank.”
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(interview, October 31, 2013). These types of comments were consistent with Baker and
MacIntyre (2000) who found that students learning French reported that their instructors made
them feel nervous, thus lowering their WTC in French. Despite his nervousness in speaking
during class, participant 5 created the most recordings in the game out of all the participants.
Similarly, Reinders and Wattana’s (2011) study on the effect of video games on WTC found that
students who were shy in their face-to-face classes tended to express themselves freely while
playing a video game. This is an encouraging result and may indicate that the use of AR
language games outside of the classroom may be beneficial to students who acknowledge that
they get nervous while speaking in class.
Having a realistic purpose for playing the game seemed to affect directly the participants’
sense of responsibility and the way in which they approached the game. The goal of the game
was to create location-based audio recordings on campus in order to help Japanese exchange
students feel welcome at the university and to inform them about the different places on campus
that may be of interest to them. Several participants indicated that they wanted to ensure that
their recordings would be helpful for international visitors to the campus. For example,
participant 4 placed herself in the exchange students’ shoes and shared that she was “thinking
about it in terms like if I was an exchange student here in California or if I went to Japan and it
was a program they were doing themselves for us” and that she was “trying to be as helpful as
possible because I know if I were using the program as a foreign person, I would not find it
helpful if people just said they were here and that’s it” (interview, November 6, 2013). She went
on to say that she would have had a different mindset if the game did not have this purpose: “If I
knew I was doing it for no reason, just for a study, I feel like I wouldn’t be as motivated to do it
properly. Or even want to do it” (interview, November 6, 2013). This sense of purpose or
104
obligation was found in Kang’s (2005) study in which learners exhibited the WTC antecedent of
responsibility when they felt obligated to deliver a clear message. This finding indicates that
having a realistic purpose may make the game seem more worthwhile to the participants instead
of being just a game.
Research question 2 was intended to identify the game characteristics that the participants
attributed to influencing their WTC in the Japanese language. The game was specifically
designed to encourage WTC in the participants through the inclusion of the following game
characteristics:
Z The audio prompts were of appropriate language level for the participants.
Z The open-ended format allowed learners to choose where to record, when to
record, and the topic of the recording.
Z The storyline revolved around a scenario of helping exchange students from Japan.
Z The audio prompts were recorded by a native Japanese speaker.
Z The game was designed to be played alone.
Z The hidden omamori, or Japanese charms, added a learning incentive.
Z The audio prompts were recorded in a welcoming and friendly tone of voice.
Six of the seven design features were attributed in varying amounts by some of the students to
influencing antecedents of their WTC. The final item in the list above was the only feature that
was not referenced by any of the participants.
The characteristic most frequently mentioned was that of the open-ended format of the
game. Six out of the nine participants commented positively on this feature of the game. These
participants enjoyed the fact that they had free reign as to what they recorded, when they
recorded, and where the recording was made. Since the game was open-ended, participant 2 was
105
able to practice various sentence structures and incorporate new vocabulary into his recordings:
“And there wasn’t really any like constraints to that. So I was able to use a lot of different
sentence types and I tried to use different vocabulary and structures” (interview, October 31,
2013). He also commented on being free to talk about his favorite places on campus: “I went to
CU creek which is in the arboretum. It’s this giant park with the river. And the other one is the
[performing arts] center - there’s this really pretty like water fountain. I like to sit there and relax
(interview, October 31, 2013). This finding was consistent with Kang (2005) who observed in
her study that learners tended to be more excited when speaking about topics that interest them
and of which they have contextual knowledge. This finding also suggests that language learning
game designs should not be prescriptive but instead should be flexible enough to allow students
to explore their own areas of interest.
The storyline for the game revolved around a scenario in which the participants were
asked by their teacher to record audio descriptions of places on campus that they thought
exchange students from Japan would find interesting. Then, using the Yookoso game application,
students made the audio recordings on their mobile devices. Since the characteristics of the
storyline (helping exchange students) aligned with those of the WTC antecedent of responsibility,
it was not surprising to the researcher that the participants’ comments regarding responsibility
were the same as those of the storyline. For example, when asked about the effect of the storyline
on her playing of the game, participant 3 responded in a manner that exhibited a sense of
responsibility:
I tried to take into consideration like what they would try and do in like the certain areas
that I was in...But then the problem is also the cultural differences. Would they be
interested in trying out new foods or would they like something similar (interview,
October 31, 2013).
106
Although participants were invited to play the game with a partner, this was optional and
none of the participants chose that option. Since previous studies (Horwitz, Horwitz, & Cope,
1986; Reinders & Wattana, 2011; Roed, 2003) have found that classroom environments can
cause L2 anxiety, it was hoped that by allowing the players to play the game by themselves, it
would alleviate this anxiety, since there would be no else that would hear them speak. Both
participants 1 and 7 created several of their recordings at home. Participant 1 said that she chose
to record at home because it was quiet, and as stated previously, participant 7 chose to use the
game as a way to log diary entries on her Japanese language progress.
There were nine hidden text-based prompts scattered throughout the campus. A prompt
appeared only when the participant was within 30 meters of the prompt’s location. After viewing
the text prompt, the participant was rewarded with a Japanese good luck charm (omamori),
which was placed in the participant’s game inventory. The use of omamori as rewards received
mixed comments by the participants. Several participants enjoyed the challenge of finding these
hidden items; others felt that they were too hard to find or did not attempt to find them. It appears
that most of the gamer participants tended to like having the goal of collecting as many of the
omamori as possible. In her interview, participant 6 stated that some of the participants had an
informal contest to see who could find the most omamori. The gamers’ approach to this activity
was somewhat different than that of the non-gamer. Although the gamers took the storyline
seriously, they also enjoyed hunting for the omamori, which had nothing to do with the storyline.
Participant 9, the one non-gamer, did not mention the omamori at all and collected only one,
which occurred during the observation session with the researcher.
The audio prompts were crafted and recorded by a Japanese language instructor from the
university. The instructor is a native speaker of the Japanese language. The audio prompts were
107
designed to be appropriate for the students’ language level. It appears that the students did not
have any issues with understanding the prompts because they did not indicate so and were able to
respond appropriately. Participant 4 commented: “The listening part was pretty easy because it
was very basic. It was like ‘oh I can understand it. Okay.’ But it also increases my confidence in
understanding. It’s like ‘Yay, I got that’” (interview, November 6, 2013).
Two of the participants indicated that they compared their voices to that of the NPC and
tried to imitate it. Participant 1 commented:
When she [NPC] spoke that’s also nice because you could hear just how to pronounce
things and intonation and everything. I did like how you could listen back because then I
could see how I was speaking (interview, November 1, 2013).
Similarly, participant 6 said:
You listen to it, you see what a native speaker has to say about that place, you kind of
repeat it to yourself, and then you’re like this is how I would describe this place to
another native speaker (interview, November 1, 2013).
This finding addresses the importance of including the voices of native speakers in a game such
as this one. This is supported by the research conducted by Kang (2005) in which it was found
that English learners in Korea were more excited to speak to native English speakers than non-
native English speakers.
Out of all the game characteristics, the only one not referenced by the participants was
that of the NPC having a welcoming and friendly tone of voice. Although research indicates that
a welcoming and friendly interlocutor reduces the level of anxiety in the L2 (Kang, 2005), this
did not appear to be of significance to the participants, as they did not comment on this feature. It
was originally postulated that since the NPC’s voice was that of one of the Japanese teachers for
their courses, the voice would be familiar to them and that this familiarity would inevitably
reduce the level of anxiety. However, regardless of the NPC’s tone of voice, the voice may have
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been recognized as that of an instructor at the university, therefore the students may have
perceived her as an authority figure rather than a welcoming and friendly conversational partner.
Perhaps it would be beneficial to use an unfamiliar voice—one that the students could imagine as
a welcoming and friendly person. Further research could be conducted to investigate the use of
tone in these kinds of recordings or in the selection of the NPC’s voice.
Project Evaluation
This section will provide an evaluation of the project including its successes, challenges,
and limitations. Recommendations for future research will also be discussed.
There are several successes to be reported for this project. The results show that most
students enjoyed playing the game. This is important because it demonstrates that this type of
game can be used independently from any class requirements. Students indicated that playing the
game was an enjoyable way to improve their Japanese language skills.
The pilot study was invaluable in the development of the game design. It enabled the
researcher to evaluate the game framework capabilities in a university setting. During the Fall
2012, Winter 2013, and Spring 2013 sessions at the university, a Japanese language instructor
and the researcher worked together to create two AR games as part of the pilot study. The pilot
study served two purposes: (a) as a proof-of-concept for the use of AR on the university campus
and (b) to explore the use of mobile AR technology for Japanese language learning outside of the
classroom. Specifically, the pilot study informed the design of Yookoso in the following ways:
concentration on WTC, the addition of player orientation sessions, and the addition of a native
speaker audio element.
Another aspect of the project that can be considered successful is that the use of the ARIS
system worked as expected. As the ARIS game engine was still under development, game
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designers were informed to “Expect to find rough edges and broken parts” (“Make Games,” n.d.).
However, the ARIS system remained stable during the three weeks in which this study took
place, and there were no issues reported by the participants regarding the availability of the ARIS
system.
Although the game was not intentionally designed as such, it could be played in small
chunks of time, which seemed to work well with the students’ class schedule and life style. Since
it took only a few minutes to start the game and create an audio recording, students were able to
participate in between classes.
The individual interviews proved to be very insightful to the researcher. Additional
interviews, perhaps midway through the study, might also have been beneficial for this study.
There were several unintentional group interviews and observations. Although unplanned, these
gatherings provided the researcher with insightful data through group interactions among the
study participants. Therefore, the addition of focus groups (Bryman, 2008) to this study would
have been another method to obtain data through the sharing of, and commenting on, experiences.
Some challenges were encountered in this project and can be viewed as lessons learned.
The researcher initially thought that two sections of the Japanese course would yield enough
students for the study. However, from these two sections, only six students volunteered to
participate. As the researcher desired approximately ten participants, she decided to invite
students from the other two sections of the course. Due to the instructor’s scheduling constraints,
the researcher was not able to conduct a presentation to invite these students to participate.
Instead, a hardcopy of the invitation script, along with the informed consent document, research
information sheet, and demographic survey, was provided to the students. In hindsight,
110
arrangements should have been made to present in all four sections, thereby allowing the
researcher to personally invite all students to participate in the study.
Another challenge occurred with the location selected for the orientation sessions. The
orientations were held in a conference room that, unbeknownst to the researcher, did not have
Wi-Fi access. Since the researcher had planned to conduct demonstrations of the game during the
orientations, the lack of Wi-Fi access prevented this from happening. As a result, most of the
observation sessions began with a short demonstration of the game by the researcher, which
consumed time that had been set aside for the actual observations. A lesson learned here was to
always check the facilities ahead of time, and to have a backup plan in place.
There was also a problem with Wi-Fi connectivity at peak usage times on campus.
Occasionally, participant game play coincided with times when large numbers of students were
accessing the Internet through the campus Wi-Fi network. As a result, the participants
experienced application slowness and dropped connections while playing the game at these peak
usage times. When this happened, it was mostly a source of inconvenience for the participants,
and it took longer than usual to load the game’s pages. However, if network connection was lost
when a student was in the process of uploading a recording, the student needed to redo the
recording. The researcher had tested the game prior to the start of the project, however this
testing was done during the weekends and when classes were not in session. In retrospect, it
would have been beneficial for the researcher to conduct some tests when classes were in session
to evaluate performance in a more realistic environment. Had the researcher determined this in
advance, she could have advised the participants of potential performance issues at peak usage
times.
111
Through later analysis of the data log it was found that there were six days in a row
during the allotted three weeks when there were no recordings made by the participants. This gap
in game play is most likely due to the participants having to devote their full effort to the
midterm examinations scheduled in this timeframe. The first peak in participant recordings could
be due to initial interest in the game. The second peak could be attributable to several factors,
including free time after midterm examinations or email requests from the researcher to schedule
interview times. The effect of the midterm schedule was anticipated by the researcher but could
not be avoided due to the short timeframe associated with the academic quarter system used at
the university. The second peak could have been minimized if the researcher sent periodic emails
as prompts or check-ins on a shorter cycle.
There were several limitations to this study. The major limitation was the relatively small
sample size. Nine participants volunteered to take part in this study and do not necessarily
represent the population, which included all students enrolled in the second-year Japanese
language course at the university. Eight out of the nine participants stated that they were video
and computer game players, so this sample did not fully represent non-gamers. Subsequently, the
findings of this study cannot be generalized to those students who do not regularly play video or
computer games.
A second limitation was that a large portion of the findings relied upon the participants’
self-reported perceptions of their experiences. Perceptions cannot be used as measurable
outcomes. In other words, although there were indicators that pointed to an increase in WTC,
these were mainly based upon self-reported perceptions and therefore cannot be used as
definitive proof of increase in WTC.
112
Recommendations for Future Research
As the use of AR on mobile devices in language learning is at its nascent stage, more
research is needed in this area. The following recommendations are offered based on the findings
and analysis of this study.
The comprehensible input hypothesis states that in order for L2 acquisition to occur, there
must be input that is understandable by the learner (Krashen, 1982). In addition to language
context, does the use of location in AR increase the comprehensibility of the input? For example,
does being in the library and listening to the NPC talk about aspects of the library increase one’s
comprehensibility of what the NPC is saying? A recommendation for a future study would be to
investigate the effects of location-based AR on the comprehensibility of input in language
learners.
Seven out of the nine participants indicated that one of their reasons for studying
Japanese was their interest in anime. Anime is a media genre that consists of Japanese animated
films or TV programs (Napier, 2005). The use of anime as a motivational subject may be an area
worthy of further investigation. For example, the incorporation of a storyline that revolves
around a popular anime series may be more appealing to the general Japanese language student
population rather than only the gamers.
The ARIS game creation editor was designed to be easy to use by non-programmers.
Based on the experience of creating Yookoso, the researcher agrees with this statement.
Therefore, a recommendation for future study would be to invite instructors to design and create
their own language learning games. This concept could be expanded to include students in the
game creation process. Since ARIS does require some level of computer proficiency, depending
upon the individual’s experience, some minimal amount of training may be required.
113
Another recommendation for future research would be the inclusion of social features,
such as the ability to collaborate and to make audio recordings public, so that other participants
could hear the recordings and provide feedback. It would be beneficial to investigate the
usefulness of peer feedback on students’ recordings along with the option for instructor feedback
not tied to grades. Other social aspects could be investigated, such as augmentation with existing
social media: Yelp, Twitter, and Facebook.
Conclusions
This study examined student perceptions regarding the use and design qualities of an AR
mobile game in a Japanese language course at an institute of higher education in California. This
study explored if, and how, the game’s use and design qualities affected students’ perceptions of
their WTC in Japanese. From this investigation, it is evident that AR mobile language learning
games can:
1. Extend learning outside the classroom.
2. Reduce L2 anxiety.
3. Promote personalized learning.
This study has shown that AR mobile games can provide a viable means to take language
learning outside the classroom and into spaces students frequent. It allows the learner to gain
“situated meanings” (Gee, 2008, p. 36) based on the actual context (location) in which the
language is used. Although he spoke of games in general and not directly in reference to
language learning, Gee expresses this sentiment well by stating that games are good at “putting
language into the context of dialogue, experience, images and actions” (2008, p. 36). Since AR
occurs in the real world, unanticipated events and objects, or what Klopfer (2008, p. 102) coined
114
as the “unknowability” of the real world, can play an important part in the game, thus making the
experience similar to what participants would encounter in their everyday lives.
The game interface along with the NPCs can also encourage legitimate peripheral
participation. In other words, AR games can provide “activities, identities, artifacts, and
communities of knowledge of practice” that Lave and Wenger (1991, p. 29) associate with
legitimate peripheral participation. Students can work toward becoming members of a
community of Japanese language speakers by hearing Japanese audio and reading Japanese text
created by native speakers/writers situated in locations where such speech/text is typically
encountered in real life. Although this study concentrated on the speaking aspect of L2 language
learning, specifically WTC, a game such as this could affect other areas of language learning in a
positive fashion. These areas include L2 reading, writing, and listening. There seems to be no
reason why the learners of other languages cannot benefit similarly from AR games.
AR mobile games can reduce L2 anxiety. Although all five antecedents of WTC were
perceived by the participants to be in existence when playing the game, reduced L2 anxiety was
mentioned most often. To be comfortable with their own voice, to become comfortable in
creating their own monologues with minimal direction, and to have a purpose for creating those
monologues privately without judgment, all contribute to reduction of L2 anxiety and
improvement in WTC. Therefore, these elements are important to consider when designing and
implementing any language learning AR game.
AR games should be open-ended and built for flexibility in order to allow for
personalized learning. Out of all the game characteristics, the open-ended aspect was determined
to affect the participants’ WTC the most. It allowed them to choose the topic of their monologue
as well as when and where this monologue took place. The participants chose to speak where
115
they were comfortable, when they had free time or the inspiration to speak, and they could speak
about topics that interested or excited them.
The researcher’s theory promotes the use of AR on mobile devices for language learning
and posits that AR does these three things well: extends language learning outside of the class,
reduces anxiety, allows for an open-ended game format, all of which subsequently lead to WTC
in the L2.
AR is worthy of continued investigation, both as it relates to the application of learning
theories and to emerging technologies. Just as there is innovation in the field of education, there
are exciting developments in the world of wearable and mobile computing. These developments
will readily enable expanded use of AR. WTC is foundational to language learning: education
researchers and software developers can benefit from the findings presented in this study, such
that there will be a greater connection between learning methodologies and the development of
mobile AR projects in the facilitation of successful language learning.
116
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APPENDIX A
Game User’s Guide
133
134
135
136
137
138
139
140
141
142
143
APPENDIX B
Game Observation Protocol
Date: ___________________
Time: ___________________
Participant Code Number: _____________________
Location: __________________
ANTECEDENTS
OF WTC
NOTES
Perceived
Competence
L2 Anxiety
Security
Excitement
Responsibility
Notes: ______________________________________________________
____________________________________________________________
____________________________________________________________
____________________________________________________________
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APPENDIX C
Semi-structured Interview Guide
With your permission, I would like to record this interview. I will be the only one that will have
access to the recordings. As with all data collected during this study, these recordings will be
securely stored. The data will be deleted 5 years after the conclusion of this study.
General
1. What did you think of the game?
2. Did you enjoy playing the game? Why? Why not?
3. In what ways was this game useful or not useful for Japanese language learning?
4. Do you think you played the game well? Why? Why not?
WTC Trait-based variables (perceived competence, anxiety)
1. Do you think playing this type of game would increase your competence in speaking
Japanese? Why? Why not?
a. If yes, what aspects of the game increased your competence?
2. Do you think playing this type of game would reduce your anxiety when speaking Japanese?
Why? Why not?
a. If yes, what aspects of the game reduced your anxiety?
Situational antecedent variables to WTC (security, excitement, responsibility)
1. What do you think about the open-ended format of the game?
2. Were you excited to play the game? Why or why not?
3. Did having a purpose (help exchange students) have an effect on how you felt about the
game? Why or why not?
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Appendix D
Data Collection Log
Table 15
Data Collection Log
Participant
Orientation
Dates
Observation
Dates
Interview
Dates
Number of
Recordings/
Photos
Number
of Audio
Prompts
Found
(out of 3)
Number
of
Omamori
Found
(out of 9)
P1
10/4/13
10/11/13
11/1/13
6/0
3
6
P2
10/4/13
Did not
reply
to request.
10/31/13
(along with
P3)
4/3
2
2
P3
10/4/13
10/11/13
(along with
P6)
10/31/13
(along with
P2)
3/0
2
1
P4
10/8/13
10/25/13
11/6/13
4/3
3
1
P5
10/4/13
Declined
request.
10/31/13
9/0
2
3
P6
10/4/13
10/11/13
(along with
P3)
11/1/13
4/0
2
2
P7
10/4/13
10/22/13
10/31/13
6/0
0
2
P8
10/4/13
10/11/13
10/30/13
7/0
2
1
P9
10/8/13
10/17/13
10/31/13
2/0
1
0
146
Appendix E
Invitation to Participate in Study
My name is Andrea Shea and I am a doctoral student at Pepperdine University in the Learning
Technologies program. I would like to invite you to participate in a research study. This research
study will focus on the use of a mobile augmented reality game in support of Japanese language
learning. Augmented reality allows learning to take place outside of the classroom with GPS-
equipped mobile devices such as the iPhone. Since the mobile device can determine your
location, specific information can be displayed on the device based on this location. As an
example, if you are at a coffee shop, the phone could display the menu in Japanese, allowing for
location-based learning to take place.
The results of this study will contribute to the dissertation requirement for my doctoral degree.
Taking part in this study is voluntary and will not help or hurt your grade. You may stop taking
part in this study at any time. Your identity will not be revealed in any part of this study. A
pseudonym will be used instead. Your personal information will be kept confidential and will not
be shared with anyone else.
There are several eligibility requirements that must be met in order to participate in the study:
- You are 18 years old or older
- You have access to an iPhone
- You are willing to install the free mobile game application ARIS on your iPhone
I would also like to emphasize that you do not need to be technology-savvy or have any
familiarity with games on mobile devices. There will be several orientation sessions where you
will receive more information about the project and receive help, if needed, in installing the
application on your iPhone. A demonstration of the game will also be shown at that time.
You have the option of working alone or in pairs. If you do choose to work as part of a pair, only
one of you is required to have access to an iPhone.
There will be several stages to the research.
Stage 1: Read and sign the consent form to participate in this study. Fill out a demographics
survey.
Stage 2: Attend an orientation session that will take place within the first two weeks of the
quarter. More information about the project and assistance in installing the iPhone app will be
provided at this session. A demonstration of the game will be shown (1/2 – 1 hour)
Stage 3: Play the game at least three times within the two weeks allotted for the game. It is
expected to take approximately 15 to 30 minutes for each time you play the game. The
researcher may ask you for permission to observe you while you play the game.
147
Stage 4: Participate in an interview session with the researcher (1 hour) or fill out a post-game
survey.
I appreciate your attention and thank you for considering this request.
148
APPENDIX F
Informed Consent for Participation Form
INFORMED CONSENT FOR PARTICIPATION IN RESEARCH ACTIVITIES
Participant: _______________________________________________
Principal Investigator: Andrea Shea
Title of Project: Student Perceptions of a Mobile Augmented Reality Game and Willingness to
Communicate in Japanese
1. I _______________________________ , agree to participate in the research study being
conducted by Andrea Shea under the direction of Dr. Martine Jago.
2. The overall purpose of this research is:
To examine student perceptions regarding the use and design qualities of an augmented
reality mobile game in a Japanese language course at an institute of higher education in
California. This study will explore if and how the game's use and design qualities affect
students' perceptions of their Willingness to Communicate in Japanese.
Specifically, this study will address the following research questions:
1. How do students participating in a second-year Japanese language course at a California
public university describe the ways in which playing a mobile AR game influence their
WTC in using the Japanese language?
2. What characteristics of a mobile AR game do students participating in a second-year
Japanese language course at a California public university attribute to influencing their
WTC in using the Japanese language?
3. If I have access to an iPhone, am willing to install the ARIS app on the iPhone, and choose to
continue further in the study, my participation will involve the following:
a. Fill out the demographics survey. You are not required to answer every question.
b. Attend an orientation that will last approximately one-half to one hour. This orientation
will be spent describing the game scenario, installing the ARIS software, and
familiarizing the participants with the game environment and interface.
c. Play the game at least three times within the two weeks allotted for the game. It is
expected to take approximately 15 to 30 minutes for each time you play the game. The
researcher may ask to observe you while you play the game. You have the option to
choose not to be observed.
d. Participate in an interview session with the researcher or fill out a post-game
questionnaire.
149
4. My participation in the study will take place during the fall 2013 quarter. The study shall be
conducted at xxxxxxxxxxx.
5. I understand that the possible benefits to myself or society from this research are:
Learning about and exposure with language learning in an augmented reality
environment.
Having the opportunity to practice your Japanese language skills outside of the
classroom.
Additionally, information from this study may benefit other people now or in the
future.
6. I understand that there are certain risks and discomforts that might be associated with this
research. These risks include:
Because this study requires you to participate outdoors, risks or discomforts
associated with being outdoors may include but are not limited to: inclement weather,
allergies, contact with obstacles or exposure to traffic, and physical exertion.
Frustration in not being able to adequately express yourself in the Japanese language.
Frustration or boredom with game play experience.
7. I understand that I may choose not to participate in this research.
8. I understand that my participation is voluntary and that I may refuse to participate and/or
withdraw my consent and discontinue participation in the project or activity at any time
without penalty or loss of benefits to which I am otherwise entitled. I understand that whether
I participate or not will not affect my course grade in any way.
9. I understand that the investigator(s) will take all reasonable measures to protect the
confidentiality of my records and my identity will not be revealed in any publication that
may result from this project. The confidentiality of my records will be maintained in
accordance with applicable state and federal laws. Under California law, there are exceptions
to confidentiality, including suspicion that a child, elder, or dependent adult is being abused,
or if an individual discloses an intent to harm him/herself or others.
10. I understand that the investigator is willing to answer any inquiries I may have concerning
the research herein described. I understand that I may contact Dr. Martine Jago, Dissertation
Advisor, at xxx-xxx-xxxx if I have other questions or concerns about this research. If I have
questions about my rights as a research participant, I understand that I can contact the
chairperson of the Graduate and Professional School IRB, Pepperdine University, xxx-xxx-
xxxx.
11. I will be informed of any significant new findings developed during the course of my
participation in this research which may have a bearing on my willingness to continue in the
study.
150
12. I understand that in the event of physical injury resulting from the research procedures in
which I am to participate, no form of compensation is available. Medical treatment may be
provided at my own expense or at the expense of my health care insurer which may or may
not provide coverage. If I have questions, I should contact my insurer.
13. I understand to my satisfaction the information regarding participation in the research project.
All my questions have been answered to my satisfaction. I have received a copy of this
informed consent form which I have read and understand. I hereby consent to participate in
the research described above.
___________________________________, Participant Signature _________, Date
___________________________________, Witness Signature _________, Date
I have explained and defined in detail the research procedure in which the subject has consented
to participate. Having explained this and answered any questions, I am cosigning this form and
accepting this person’s consent.
Investigator Signature
Date
151
APPENDIX G
Research Information Sheet
Title of Study: Student Perceptions of a Mobile Augmented Reality Game and Willingness to
Communicate in Japanese
Principal Investigator (PI): Andrea Shea, (xxx) xxx-xxxx
Purpose:
You are being asked to be in a research study of a mobile augmented reality game for Japanese
Language Learning because you are enrolled in a Japanese language class. This study is being
conducted at xxxxxxxx by a doctoral candidate from Pepperdine University.
Study Procedures:
You will be asked to attend an orientation session, which should take approximately half an hour
to one hour during the week of October 1-4. After attending the orientation, you will be asked to
play the game from October 7 to October 18 at least three times. It can take from 15 minutes to
30 minutes to play the game. The researcher may ask to observe you playing the game. You have
the option to choose not to be observed.
Benefits:
Z The possible benefits to you for taking part in this research study are learning about and
exposure with performing activities in an augmented reality environment.
Z You will also gain the opportunity to practice your Japanese language skills outside of the
classroom.
Z Additionally, information from this study may benefit other people now or in the future.
Risks:
There are certain risks and discomforts that might be associated with this research. These risks
include:
Because this study requires you to participate outdoors, risks or discomforts associated
with being outdoors may include but are not limited to: inclement weather, allergies,
contact with obstacles or exposure to traffic, and physical exertion.
Frustration in not being able to adequately express yourself in the Japanese language.
Frustration or boredom with game play experience.
Costs:
Z There will be no costs to you for participation in this research study. However, if you
choose to use the 3G/4G service on your iPhone (instead of the free campus-wide Wi-Fi
service), you may incur data usage costs depending on your data plan.
Compensation: You will not be paid for taking part in this study.
Confidentiality: You will be identified in the research records by a code number. When the
results of this research are published or discussed in conferences, no information will be included
152
that would reveal your identity. After transcription, data collection and analysis, all data and
identifying information will be disposed.
Voluntary Participation/Withdrawal: Taking part in this study is voluntary. You are free to
not answer any questions or withdraw at any time. Your decision will not change any present or
future relationships with xxxxxxxx or Pepperdine University.
Questions: If you have any questions about this study, now or in the future, you may contact
Andrea Shea at the following phone number xxx-xxx-xxxx, or dissertation advisor Dr. Martine
Jago at xxx-xxx-xxxx. If you have questions or concerns about your rights as a research
participant, you may contact the chairperson of the Graduate and Professional School IRB,
Pepperdine University, xxx-xxx-xxxx.
Participation: By signing the consent form you are agreeing to participate in this study.
153
APPENDIX H
Demographic Survey
1. Gender Male Female
2. Age 18-24 25-32 33-40 40+
3. What is your first/mother language? __________________________
4. How many years have you studied Japanese? _______
5. What are your reasons for studying Japanese? Check all that apply:
It will be useful in getting a job.
It will help me understand the Japanese culture.
I would like to study in Japan.
I would like to speak to my Japanese friends.
It is required for my major.
Other reasons:
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
6. Do you play video or computer games? Yes No
If you answered “No” to #6, please skip these next two questions.
7. How many hours a week do you play video/computer games? ________
8. What video or computer games do you play?
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
154
APPENDIX I
Game Play Log
155
Table 16
Game Play Log
156
157
158
159
APPENDIX J
ARIS Web-based Editor
Participant Backpack
160
Appendix K
Server Log Example
161
Appendix L
HyperRESEARCH Coding Screenshot
162
APPENDIX M
IRB Approval Notice
163