Presentation Title:
STEAMing Our Way to Language Acquisition: Extended Reality in Dual Language Classrooms
Presentation Options: Virtual
Presentation Strand: Technology
Presentation Delivery Language: English and Spanish
Description:
Join Lozada and Torres as we STEAM our way through language acquisition in elementary settings using Extended Reality (XR). Examples from two-way dual language classrooms are given including virtual reality (VR), augmented reality (AR), and mixed reality (MR). Help support your bi/multilingual English Language Learners sustain their culture while increasing their background knowledge about science, technology, engineering, the arts, and math to enhance their writing skills. ¡Ejemplos bilingües están disponibles!
Abstract:
As our ELLs develop their full linguistic repertoires, it becomes increasingly important to find multimodal tools for engaging with digital texts. Tools are artifacts that help people extend their ability to understand and work in the world (Vygotsky, 2012). One such tool, extended reality (XR), is a spectrum of consciousness between fully real and fully virtual environments (Guo et al., 2021). This includes virtual reality (VR), augmented reality (AR), and mixed reality (MR; Figueroa Flores et al., 2022).
These technologies aid in language development and have been successfully adapted in two-way dual language classrooms (Author 1, in press). Experience is central to language learning and education (Dewey, 1997). Giving students experiences through XR provides opportunities for language development to increase background knowledge, which increases student motivation (Lege & Bonner, 2020). In addition to benefiting children, pre-service teachers report that using XR in their classrooms can impact student learning (Figueroa Flores et al., 2022). From these virtual experiences, children build their linguistic repertoire to compose multimodal texts.
Because XR is a tool for language and literacy development, we offer suggestions and applications to elementary classrooms that utilize STEAM (Science, Technology, Engineering, the Arts, and Mathematics) frameworks to develop language and literacy. Examples include multimodal text writing using XR to develop background knowledge, Book Creator to create multimodal texts, and VR to immerse students in a variety of cultural experiences to sustain their culture.
Presentation Types: Virtual
Target Audience: PreK - 12
Primary Presenter's Telephone: 9405952934
Confirm your Participation: Yes I will present