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A Multiscalar Coordination of Languaging

Harmonizing styles across classroom and virtual-environment ecosystems
  • Dongping Zheng

    Dongping Zheng (b. 1970) is Associate Professor at University of Hawai‘i at Mānoa. Her research interests include (trans) languaging, ecolinguistics, virtual world/reality, and mobile assisted language learning. Her publications include: “An ecological community becoming: Language learning as first-order experiencing with place and mobile technologies” (2018), “Eco-dialogical learning and translanguaging in open-ended 3D virtual learning environments” (2017), and “Recurrent languaging activities in World of Warcraft: Skilled linguistic action meets the Common European Framework of Reference” (2016).

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    , Ying Hu

    Ying Hu (b. 1987) is a doctoral candidate at Michigan State University. Her research interests include cognitive flexibility in language learning and technology-assisted learning. Her publications include “Cognitive flexibility theory and the accelerated development of adaptive readiness and adaptive response to novelty” (2019), “Student in the shell: The robotic body and student engagement” (2019), “Eco-dialogical learning and translanguaging in open-ended 3D virtual learning environments: Where place, time, and objects matter” (2017).

    and Ivan Banov

    Ivan Banov (b. 1987) is a doctoral candidate at the University of Hawai‘i at Mānoa. His research interests include language learning in informal settings, technology-assisted language learning, and ecological linguistics.

Published/Copyright: November 21, 2019
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Abstract

This study adds to a new area of research that seeks to harmonize language pedagogies in classrooms and language learning in virtual environments. Harmonious languaging uses co-actional and symmetrical structural dynamics to compare three environments in a Chinese school: a baseline traditional classroom using textbooks, the virtual space of Quest Atlantis [1], and a comparable class using print-based handouts. Each has a different design and thus features, and we show that these affect languaging. We found languaging styles that were contingent upon a) the teacher (e.g. answering questions, correcting, inquiring, repeating, and writing in the form of note-taking), b) Quest Atlantis virtual material artifacts (e.g. individuating multiscalar coordination between reading and writing), and c) the teacher and the handout (e.g. answering questions, self-expressing, and reflection). These styles are important for pedagogy. In our view, the field neglects the harmonious languaging style that arises around virtual worlds. There is lack of engagement with language-as-part-of-nonlinguistic-action. From the distributed view, we show an example of how foreign language learning is facilitated in an experiential domain where verbal patterns are evaluated immediately in the coordination of reading and writing, for which avatar actions, link-clicking, and using dictionaries become other-oriented modes of ambient action.

1 Introduction

In recent years, researchers have begun investigating language holistically as something that can be understood ecologically “as part of a process whereby groups of people regulate their actions and interactions” (Reed 1996: 155). When language rules and language use are treated as a synchronous process rather than a priori, “a person’s utterances are organized to deal with a physical, social, and historical space, rather than functioning as a local sign of semantic and syntactic stimulations” (Hodges 2007a: 600). Activities of languaging and their symbolizations are different ontological phenomena (Kravchenko 2011). Cowley (2019), echoing this shift, provides a historical landscape of change that has seen the focus shift from language, to language use, toward languaging.

Beyond the change in terminology, there are variations in how languaging has been used. In second-language-learning literature, Swain’s (2006) applications of languaging were used to replace the term output. In writing and speaking, learners pursue “a dynamic, never-ending process of using language to make meaning” (p. 96). Inspired by Vygotsky, Swain regards thoughts and language as inseparable, and the relationship between them as ongoing; thought to language and language to thought is a process. Languaging provides learning opportunities for advanced learners to language about language. However, Swain “underspecifies how ‘making-meaning’ enables learning” (Cowley 2019: 497). She underplays the role of resources and tools in cognitive processes and leaves out how material aspects of the environment aid meaning-making. However, her turn from output to languaging marks a significant moment in applied linguistics. Her task-based languaging successfully shows that learners’ language, beyond outputting fixed meanings, becomes a mediating tool for learning and thinking.

Additional kinds of languaging include multimodal languaging (Newgarden et al. 2015) and eco-dialogical languaging (Zheng et al. 2017), observed in video games and educational virtual worlds by researchers who applied distributed perspectives to understanding learners’ activities in technology-supported environments (e.g. Zheng and Newgarden 2017). Besides language, materiality and settings (contexts) are co-constitutive of actions that give rise to embodied ways of doing language. These occur in a virtual space where learners are embodied in avatars while performing manipulative, care-taking, and locomotive actions. Instead of languaging about language, learners coordinate language with avatar movements. Language is a manner of living together in coordinations of behavior that arise while living together (Maturana 1988). Like that of Swain, these studies are useful in understanding languaging in particular contexts and environments. However, there is lack of understanding of how varying activities can support language learners in drawing on different languaging styles to become skillful action takers.

This article looks at what students do and language in three different environments, or consensual domains, Quest Atlantis (QA): 1) a typical English language classroom using textbooks for instructional order led by the English teacher, 2) the students meeting in a computer lab adopting an activity called Diversity Mission in the QA virtual world, and 3) a comparison English classroom by the same teacher who used a print-based format for the Diversity Mission. Given designs of environments and their bundles of affordances, there are effects on the ways students language. We are interested in asking the following research questions:

  1. What are the languaging styles afforded by the three aforementioned environments?

  2. How does a distributed view of language help see the significance of languaging styles for the study of language in education?

2 Background of the study

In the language sciences, languaging is often traced to Maturana (1988), who applied the term for people who coordinate actions recurrently in the praxis of daily life. Linell (2009) adopted the term languaging to refer to linguistic actions and activities in actual communication and thinking. The notion of languaging is more “dialogically attuned” than language use, and in the latter, cognition is assumed to occur before communication (Linell 2009: 274). Cowley’s historical review (2019) states that the explanatory power of languaging is connected to ecolinguistics, life sciences, and applied linguistics. With Linell, Cowley traces language (structuralists) and language use (post-structuralists) to how language systems were seen to enable language use. By contrast, an appeal to languaging offers an overarching dynamic picture of “activities involving language: speaking, hearing (listening), writing, reading, ‘signing’ and interpreting sign language, […] activities that can be unified by a specific superordinate verb” (Love 2017: 115).

When we take a distributed view of language, it ceases to be wholly symbolic. “Rather, language is social, individual, and contributes the feeling of thinking. Simply, language is distributed” (Cowley 2009: 495). From this perspective, language can be traced to first-order languaging and second-order language. We do not encode or decode structural meanings and cultural norms, but rather we use our senses to “concert activity while orienting to second-order constructs” (p. 499). Two orders of language unite as people mesh (first-order) activity, structural coupling, with events that can be heard as (second-order) verbal patterns that belong to a consensual domain (Cowley 2019).

In all views of languaging, the living human being-in-a-consensual-domain is central. Kravchenko (2011) calls this the observer, whose actual behavior in the domain is languaging. Only by being in the internal structural dynamics within a domain can one interpret linguistic signs resulting from communicative experiences that draw on physical, biological, social, historical, and cultural parameters (Kravchenko 2010, 2011). Languaging is inseparable from experience, its consensual domain. In experiencing, “meaning is enacted as a dynamic relationship between an organism and its environment” (Kravchenko 2011: 42). How we use the lexicon-grammar and sociocultural norms to bring the past to the present is an essential question.

Students learning a foreign language usually do not have embodied experiences in consensual domains in which their verbal patterns can be heard. Typically, experience is limited to textbook verbal patterns and classroom settings, not to embodied languaging. For foreign language learners to be observer-actors with opportunities to draw on the contextual cues provided by community history and to connect relational material objects and actions to verbal patterns taken from classroom settings, they must have access to a wider world where meaning is enacted as actual behaviors. Such settings do not just involve types of classroom routines such as linguistic structure, discourse, and speech act, but observation and action takings, inseparably, are also what we call languaging styles. By implication, these may shape ways of learning and, indeed, different ways of being in and with the world. This has been observed in the aforementioned empirical studies taking a distributed view, even though they may differ on the scale of local and ecological saliency: Swain’s (2006) sociocultural task-based research, the study by Zheng et al. (2017), and the research by Newgarden et al. (2015).

One way of experiencing in a wider world is by drawing on technology and its online spaces to show language learners how to act beyond the physical and socio-historical borders of a classroom. Zheng (2012) showed how a 3D online virtual environment afforded students the ability to participate in quests in a second language (Chinese) and English. As students worked together, not only did they (trans)language in Chinese and English, but also as they did so, they developed their identities, showed and expressed caring, made decisions, and solved problems that affected their characters. The actions taken by the students were simply not afforded in classroom settings, and, for this reason, were of considerable value. In a similar study using World of Warcraft (a commercial, massively multiplayer online role-playing game), Zheng et al. (2015) showed how an English learner’s questing actions — embodied via his avatar — helped him both correct forms and structures in English and experience how they influenced his avatar.

Languaging grants priority to human experiences. Cowley (2019) claims that “material relations affect experience, choice of task-types, use of wordings, and ways of enacting social order” (p. 489). This position is similar to that of Dewey (1905), who postulates that “things—anything, everything, in the ordinary or non-technical use of the term ‘thing’—are what they are experienced as” (p. 115). [2] But how do we connect things with experiences? How can we create contexts for foreign language learners to experience coordinated activity that co-emerges with languaging? The concepts of affordance, perception, and action from the field of ecological psychology are helpful to concretize languaging and experience. Coined by Gibson (1979), an affordance is a relational concept that is neither objective nor subjective. Affordances are action possibilities, but they can only be realized when information is perceived and acted on. Affordances are related to meaning potential, which refers to the semantic potential in linguistic resources. Meaning potential denies that languages are fixed codes with stable links between expression and meanings (Linell 2009). For Cowley (2009) and Love (2017), meaning potentials are similar to second-order verbal patterns belonging to a consensual domain that can be enacted and used in context. In this article, we use affordances to describe observed actions resulting from learning, supported by semiotics and objects in environments.

Languaging alludes to coordination. “As people coordinate, they use connotations, experiential response, and, thus, evaluation. Once again, languaging is particular and subjective or, in other terms, more than communication” (Cowley 2019: 490; emphasis in original). The superordinate term, languaging, unfreezes discrete entities, melts abstract linguistic objects, and unifies language form, function, and discursive patterns into activities. This important concept has been taken up by Zheng and her colleagues in their design work in applied educational settings. For example, Zheng et al. (2017) shows how students language as they manipulate objects together in a 3D virtual space. In their study, English language learners and Chinese language learners coordinated to decorate a virtual space. As they moved items around and coordinated their focus and work, they connected their actions to language – an example of eco-dialogical languaging. The study showed that as students had more objects at hand, they used more translanguaging. Their action was coordinated with both Chinese and English. In all the cases, languaging came to the fore on the related dynamics involving coordination of objects, perspectives, and verbal patterns. In these virtual coordinations, action was integrated in languaging (Zheng et al. 2015). Instead of having language be the focus of discussion (as is often the case in second-language classrooms), students coordinated actions.

Another example of languaging as coordination is multimodal languaging, as found in the empirical work by Newgarden et al. (2015). Their study was grounded in Hodges’ descriptions of language as a perceptual and action system (2007a) and as a caring system (2009), as well as in Zheng’s (2012) eco-dialogical model. The multimodal languaging in the study by Newgarden et al. (2015) differed considerably from the languaging in a World of Warcraft gaming context in that the players acted (e.g. fought, ran) and languaged simultaneously. It demonstrably helped language learners to perceive and act in exploratory activities. Multimodal languaging also transformed learners into being observer-actors who realized values. Newgarden et al. (2015) extended Hodges’ (2007a, 2007b) work on languaging as wayfinding and Linell’s (2009) work on orientation to we. They showed that multimodal languaging led to dual values realizing: “Beyond finding ways and strategies to keep communication going, players [perceived] and [acted] in order to ‘seek values that lead to the integrity of the ecosystem as a whole,’ reflecting not only the most rewarding experiences of play, but also emotionally engaging experiences that create system-wide changes, i.e., changes in the Eco-dialogical system” (Newgarden et al. 2015: 29). This finding shifts the focus from form, function, or statistical measures to the value of activities and projects that draw on language.

3 Methods

In a volume about ecological perspectives on language acquisition and language socialization, Candlin and Sarangi (2002) comment that capturing and recording dynamisms is not easy in ecological research and data collection. While the positivist uses tasks as the main data soliciting tool and the sociolinguist uses the natural environment, our data collection emerges at the cross-point of design, implementation, and problem solving in both virtual and classroom environments. Data collection, in this sense, is not the solicitation of data to claim a cause-and-effect relationship or to prove that one method is different from another to a statistically significant degree (Larsen-Freeman and Cameron 2008). Rather, data collection is done in the spirit of improving instructional and activity design, adopting design-based research methods (Barab 2006; Barab and Roth 2006; Brown 1992) and in order to understand under what circumstances each environment makes possible both awareness and animate activity (Hodges 2007b). In other words, “in a perception experiment one can – one must – use experimental control to determine what information observers are attuned to and what affordances they are striving to realize” (Reed 1996: 111).

3.1 Research site and participants

The research project took place in Monkey King Middle School (MKMS, pseudonym) in Changchun, China. At the time of the study, MKMS was a regular city school, but, more students from the countryside and rural areas attended the school due to the recent trend of urbanization. Because of the low education rate of Chinese farmers, the teachers at MKMS observed that students from the countryside had less autonomy in their study habits and in everyday care from the parents. This meant that the parents from the rural areas did not spend much time taking care of their children’s after-school activities and helping them with homework assignments.

The baseline data and counterpart QA group data were collected in typical classrooms. Each class consisted of about 50 students. Students were sitting in rows as shown in Figure 1 below. Students usually wore school uniforms and spent 8–10 hours per day at school including morning and late-afternoon self-study times. Students stayed together as a class, taking main subjects, such as math, Chinese, and English, in their own classrooms. Teachers traveled to the classes. Standard textbooks and student workbooks were typical learning materials. A subject-area teacher usually taught two classes and served as a head teacher in one of the classes.

Figure 1 
						Baseline classroom of MKMS
Figure 1

Baseline classroom of MKMS

Implementation of QA and data collection took place in the school’s computer lab, which was larger in size than the classrooms. As shown in Figure 2, the space and arrangement allowed students and teachers to move around and have one-on-one interaction. Student seating was not assigned. Friends often sat next to each other and helped each other move along with quest narratives. The researcher and teacher did not specifically encourage them to work together but told them to help each other if someone got stuck due to a technical problem or fell behind in completing a mission.

Figure 2 
						Students working on the Diversity Mission in QA in the school’s computer lab
Figure 2

Students working on the Diversity Mission in QA in the school’s computer lab

3.2 Research design and materials

This article compares the languaging patterns across three different environments: baseline, online (which took place in the school’s computer lab), and print-based version. The baseline group was represented by typical English classroom instruction that followed a standard textbook. The print and online groups were asked to complete a quest addressing diversity. The print-based group completed the quest in class, while the online group completed the quest in QA in the computer lab.

Diversity, in its most conventional definition, was a new topic to the Chinese students. To help students from a monocultural view experience diversity in an international context, the mission portrayed an adopted Chinese girl non-player character (NPC) and a French-Canadian NPC in a school context. This design afforded the players’ development of a sense of respect for multiple perspectives. Diversity Mission was the first mission the students worked on in QA.

QA, an ActiveWorlds 3D educational metaverse with avatars designed for children ages 9–13, was the virtual learning environment for this study. QA allowed users to travel to virtual lands where they selected educational activities (a.k.a. quests) and interacted with NPCs; spoke with other users and mentors via chat, telegrams, and emails; and built virtual personae as avatars. QA was different from other 3D virtual worlds in that it was designed with game-like activities for children (e.g. a mythological back story), a point-rewarding system (e.g. Lumins and Cols as the QA collectible currency), rich graphic object-oriented worlds, and themes of social responsibility. It also included embedded educational quests and instructional affordances for teachers to give just-in-time instructions.

3.3 Data collection and selection

Classroom sessions were video recorded. Screen recordings of the students playing QA were recorded using both Camtasia (screen only) and Morae (screen and live video of participants). The video recordings of the baseline class, the QA screen recordings of a student doing the diversity quest, and the video recording of the same teacher’s class doing the print-based activity on the Diversity Mission were selected for the focal transcription and analysis. The selection criteria were based on the research design assumptions, observations, quality of video recording, and participants’ participation intensity.

3.4 Multimodal transcription, unit of analysis, and coding

The Transana application was used for handling video data. The video segments were transcribed, communicative projects were identifyed and segmented, and the languaging events were coded. In order to determine what materials (semiosis) learners were attuned to, we transcribed different modes of languaging: talk and gestures from classroom video data and talk, gestures, avatar actions, and mouse clicking behavior from screen video data. We adapted Linell’s (2009) communicative projects as a unit of analysis to parse out talk-in-interactions and actions during QA and classroom sessions. Using communicative projects in action as our units of analysis instead of individual utterances solved an analytical puzzle for empirical studies adapting distributed perspectives. It also echoed Kravchenko’s (2011) view of languaging as an interactional behavior occurring in space-time as parties monitor, initiate, and respond. A communicative project was often centered around a task that required concerted effort by two or more individuals. Each communicative project varied in length (represented as a clip in Transana, see the colored square blocks in Figures 412) but always carried a coherent thematic meaning.

Figure 3 
						Keyword groups are the black-colored keys, and subcategories of keywords are the indented, red-colored keys. Distributed meaning-making keywords represent relational dynamics in linguistic actions when meaning-making with others. Individual meaning-making keywords represent actions taken place alone.
Figure 3

Keyword groups are the black-colored keys, and subcategories of keywords are the indented, red-colored keys. Distributed meaning-making keywords represent relational dynamics in linguistic actions when meaning-making with others. Individual meaning-making keywords represent actions taken place alone.

Figure 4 
						Actions in baseline class. Linguistic behavior is dominated by distributed meaning-making. Each color block represents a communicative project where the identified action(s) took place.
Figure 4

Actions in baseline class. Linguistic behavior is dominated by distributed meaning-making. Each color block represents a communicative project where the identified action(s) took place.

Transana coding was programmed through keyword groups and subcategories of keywords (for the relationship used in this study, see Figure 3). The first step of coding was to identify and parse the transcribed verbal and non-verbal action data into communicative projects. The second step was to assign keywords to communicative projects. Keyword groups and keywords in this article emerged in the dynamic process of overlaying distributed concepts, such as affordances and distributed meaning-making over the data, and vice versa. The process was both top-down and bottom-up, thus resulting in an abductive coding process (e.g. Newgarden and Zheng 2016; Zheng et al. 2017).

Communicative project parsing and keyword assignments were checked between the first and second authors in two steps: First, internal reliability within the transcript was checked by referring to the definitions of the keywords top-down and bottom-up during coding. When necessary, definitions were revised (e.g., due to a narrowness of the definition), and thus the previously coded clips were double-checked and revised. Secondly, cross-rater agreement was also checked between the two raters and disagreements were checked, discussed, and resolved once agreed upon. Some keywords such as affordances (Gibson 1979) and parallel and collectivized interaction (Reed 1996) came directly from literature. Others were co-constituted from the dynamic coding process. Those keywords are explained below in the findings.

The multimodal transcription and the Transana keyword visualization tool allowed for a full description and visualization of languaging in terms of salient keywords symbolizing linguistic and non-verbal actions along with other co-varying ties, such as the affordances described below. We then used visualizations of keyword maps generated in Transana to demonstrate patterns. The patterns resulted from post hoc hypotheses and analyses. For example, we first looked at a keyword map containing all the keyword groups. When we observed a density of keywords occurring overlapping or intermittently, we would form a hypothesis and then take a further look at the raw video data to confirm our hypothesis qualitatively and discursively. This method has been applied extensively by Zheng and her colleagues in previously published qualitative investigations (e.g., Newgarden and Zheng 2016; Zheng 2012; Zheng et al. 2012), quantitative studies (e.g., Newgarden et al. 2015), and mixed-methods studies (Zheng et al. 2017).

4 Abductive multimodal analysis and findings

From a distributed perspective, we were interested in looking at how language as social activity was co-regulated with cultural symbols and affordance layouts. Salient themes and constructs introduced in this section are represented as keywords in the Transana visualizations (see Figures 412). As explained above, some keywords emerged from an abductive coding process, and some came directly from previously published literature. In the coming sections, these keywords are used to describe and explain how different languaging styles emerged from contexts.

4.1 Emergent salient keywords of understanding observer-actors languaging

From observations, the most salient actions in the computer lab were students interacting with the computers and advancing the Diversity Mission narrative; in the classroom, the motion was driven by the teacher. Both environments were observed with characteristics of individual meaning-making and distributed meaning-making. These categories were abductively selected and emerged from viewing the data through a distributed lens. Individual meaning-making refers to the individual linguistic actions, whereas distributed meaning-making refers to linguistic behavior done with others. These categories are represented in keywords and the sub-keywords as shown in Figure 3.

The second salient category, the degree in which the interaction was synchronized toward a common goal, primarily drew on distributed literature to further differentiate distributed meaning-making. This category depended on whether a) the students’ repetition with their teacher, peers, or a non-playing character was to remember a fact; b) both parties recognized the nature of the task and took actions together; or c) both parties co-acted to take the meaning of verbal patterns to do things with it. The first was labeled as parallel interaction, following Reed (1996). Parallel refers to mere interaction, a prerequisite for coordination of effort, but only as a prerequisite. Parallel interaction is similar to task-based interaction where learners mainly exchange information to complete a task (Zheng and Newgarden 2012). The second was labeled collectivized interaction and motivation. Reed (1996) believes when both parties recognize a task and its process, this counts as a collectivization of effort. The third was labeled co-action. Co-action is identified as action of feeding forward, anticipation, and risk-taking in order to reach the flow state of co-authoring, co-construction, and co-producing (Cowley 2007). A third party, such as a set of sociocultural norms, is always involved in co-action, either virtual or real. The effort is then distributed throughout the environment, depending on meaning and values (Linell 2009). In this study, co-action consisted of two types: agent and agent, or agent and the agent’s avatar (Zheng and Newgarden 2012). In her study of co-questing interactions in the Second Life virtual world, Zheng (2012) found that collectivized interaction was closely coupled with co-action, implying that when individuals’ utterances and actions served as the context for the party, seamless action moved forward. As shown in the next section, collectivized interaction and motivation is closely related to co-action in this data as well (see Figures 8 and 12). However, co-action does have the additional feed-forward characteristics found in collectivized interaction and motivation.

The third salient category, which also drew on distributed literature to describe emerging affordances of the three environments, was learning opportunities in the distributed perspective. The guiding question in this section was as follows: How did each communicative project provide varying activities for languaging styles? Three subcategories emerged. The first of these was directing and regulating one’s own behavior. The guiding principle for this subcategory was that “language is not a means of transmitting ideas or representations; it is a means of making information available to others” (Reed 1996: 155). What was said and heard could be used to regulate one’s activities and to assist collectivized prospective control. For example, talking between peers was often not just to express a thought or frustration. What was uttered was both “ambient and public” (Hodges 2007b: 589), pointing to a further action in the environment as an individual or collective effort. In other words, languaging regulated the behaviors of both the participants themselves and others. The second subcategory was establishing or maintaining a natural rewarding relationship. To direct and be directed, or to initiate a topic in joint work, “is an act of coordinating multiple values and multiple relationships in creative ways” (Hodges 2007b: 598). A rewarding relationship with the environment and with agents in the environment is usually achieved when affordances and semiotic resources are available to act on. The third subcategory was modifying and constructing one’s own environment. Ecological psychology emphasizes that an agent encounters its environment to construct its niche. A learner’s ability to monitor, track, and adjust to significant variations in circumstances is a learning opportunity for its own sake (Reed 1996).

4.2 Languaging style of answering questions, repeating, and note-taking in the baseline classroom

As with other English classes offered at MKMS, the baseline class followed a teacher-centered tradition: the teacher led the major meaning-making process by giving instruction and presenting corresponding information on the screen. Then the students did substitutive drill practice by using the words or phrases shown on the screen to answer the teacher’s questions. Figure 4 demonstrates students’ actions carried out during the process. They include answering questions, correcting, inquiring, repeating, and writing. The first four fall into the category of distributed meaning-making, featured by their distribution in consensual domains in a typical teacher-centered classroom (Cowley 2019). For instance, students answered the teacher’s questions, following the teacher’s verbal and physical cues (e.g., the teacher paused and looked at the class after asking the class a question). The action of writing fell into individual meaning-making, featured by students’ individual efforts with material attachment (e.g., writing the vocabulary in their notebooks). It is particularly interesting that the writing occurred either before or after repeating a new word, as students followed the teacher’s direct instruction to copy the vocabulary they perceived on the screen, such as “Write it down in your notebook.”

Parallel interaction was salient in the baseline class in the form of information confirmation. More specifically, students responded to the teacher’s instructions by answering questions and repeating the teacher’s demonstrations. As shown in Figure 1, these actions were seldom accompanied by other actions that were ambient and public for probing and exploration. In other words, such actions were mere information exchanges between the students and the teacher for one-time task completion (e.g., saying and repeating the expected answer). They did not necessarily constitute any contexts that would feed toward further (inter)actions, nor were there opportunities for students to take the time to synchronize their task, aligning a common ground (see Newgarden et al. 2015). In the two clips where answering questions was coupled with inquiring, students’ inquiries used the given sentence pattern and vocabulary to do substitutive drills with their partners, and the inquiry–answer exchange in each unit of conversation occurred no more than once.

To investigate how the classroom environment facilitated this languaging style, we also coded the affordances that provided specific contextual information and meaning potential for students’ actions, as well as the learning opportunities such actions entailed. As shown in Figure 5, the students’ distributed meaning-making was coupled with the teacher’s direct instruction, such as “read after me”; scaffolding, such as modeling; body language, such as the teacher looking at the class after asking a question; and correction, other students’ responses to the teacher’s questions (which also served as modeling), and the information shown on the screen. In other words, the teacher took charge in providing and making salient meaning potentials in the learning environment for students to further regulate their actions. Students, on the other hand, seldom got to explore a third party (e.g., by manipulating an artifact or coordinating an activity with their teacher or peers).

Figure 5 
						Distributed meaning-making in baseline class
Figure 5

Distributed meaning-making in baseline class

As mentioned above, individual meaning-making was only attained by writing in the form of note-taking. As shown in Figure 6, such writing or note-taking action co-emerged with the information on the projected screen and direct instruction. Again, students directed and regulated their own behaviors largely based on what others (i.e. the teacher) foregrounded or made salient in the learning contexts.

Figure 6 
						Individual meaning-making in baseline class
Figure 6

Individual meaning-making in baseline class

4.3 Languaging style of individuating multiscalar coordination between reading and writing in the QA Diversity Mission

4.3.1 Individuating linguistic actions

Individual meaning-making involved clicking links, reading, translating, and writing (Figure 4). When students were brought into the QA environment, their embodiment extended to their avatars. They went from a teacher-guided classroom to an avatar-embodied, guided exploration through a diversity narrative in a virtual environment. It is interesting to insert that in the lab, students physically sat just as they did in the classroom, but their doing, thinking, and languaging was done or co-acted with their embodied avatars. Each student’s action was an individuating linguistic experience toward their trajectory of learning. Although the ultimate goals of both the classroom and QA settings were similar, the fact that one had its curriculum controlled by the teacher and the other by the QA design team resulted in a process by which students individuating differed. The students in QA publicly displayed their languaging experiences such as finding the right NPC to converse with to get clues and questing about diversity. In the classroom, public languaging was rare.

4.3.2 Other-oriented multiscalar reading

Distributed meaning-making was dominated by collectivized interaction, confirming, and direction, all of which featured co-action between the students and their avatars. Actions and affordances led seamlessly one to another within the same communicative project. As instantiated in Figure 5, the focal student player and his avatar collectively perceived and acted on the NPCs and text. He regularly switched between the first-person view (see Figure 6), with which he projected what I as an avatar am doing (i.e., awareness of my own action at the moment), and third-person view (see Figure 7), with which he was witnessing the actions of other avatars and how others perceived him. This is a significant virtual world affordance for other-oriented action. The ambient action was undertaken at a rapid speed and with multiscalar complexity, such as confirming information with the NPC and changing his avatar’s location according to the given text. By doing so, the student directed and regulated his own behavior according to the instruction he elicited from the NPC, established and maintained a natural rewarding relationship with the avatar in terms of perception and action, and modified and constructed his own semiotic environments by moving around and clicking on different NPCs to obtain more comprehensive and finer information. This demonstrates how the observers-actors and the environment co-constituted each other, creating and affording sense-saturated activity (Cowley 2017).

Figure 7 
							Actions in QA diversity
Figure 7

Actions in QA diversity

Figure 8 
							Collectivized meaning-making in QA diversity by the focal student
Figure 8

Collectivized meaning-making in QA diversity by the focal student

Figure 9 
							First-person perspective in QA
Figure 9

First-person perspective in QA

Figure 10 
							Third-person perspective in QA
Figure 10

Third-person perspective in QA

4.3.3 Rapid intervals of meaning-making

Reading was the most prominent action in individual meaning-making within QA. One form of reading is “conversing” with non-playing characters in preprogrammed text-based dialogues – similar to interacting with a bot providing a player with multiple text responses. Reading is also done by directly reading the Diversity Mission narrative. In the former, reading was done in a perception– action loop coupled with clicking links and writing to respond to a quest (as shown in Figure 11). Sometimes during reading, co-action took place between the students and their avatars (as shown in Figure 7). In other words, when students perceived a potentially useful text or utterance of an NPC, they could click on links or NPCs to read the texts. Afterward, and based upon what they perceived during their reading, they a) clicked other links to move on or b) wrote down their opinions as responses to questions, using information they extracted from the texts.

Figure 11 
							Individual meaning-making in QA diversity
Figure 11

Individual meaning-making in QA diversity

Figure 12 
							Actions in print-based diversity class
Figure 12

Actions in print-based diversity class

Nevertheless, these sequences of actions were not always linear. There were occasions where the students moved back and forth between the same texts, NPCs, and links to seek more detailed information and figure out how to move on (for similar languaging style, see the mobile place-based data gathered by Zheng et al. 2018). More specifically, in some cases, students scanned the texts when they first encountered them and later on found that they had to come back for more detailed information that was necessary for their progress. For instance, in the co-action that happened right after 10:00 in Figure 8, the student went back to the previous NPC to re-confirm the instruction it provided. During this process, in addition to only directing and regulating their own behaviors as responses to their perceptions, students kept modifying and constructing their own environment and thus created more learning opportunities for themselves.

The learning opportunity provided by modifying and regulating behavior was also identifiable in the languaging of translating. Happening either between reading or writing (see Figure 11), the student used an online dictionary to look up new words to make meaning of the situation he was in. This interdependent looping of reading and writing gave rise to individual meaning-making by using material tools, such as a dictionary, for effective and dynamic coordination. However, and also inseparably, this action had an impact on his languaging behavior, meaning-making, and values realizing all within a short interval of time.

Consequently, the languaging of writing was different from that done in the baseline classroom context. Writing in forms of note-taking was a valuable skill to practice. However, writing in QA was more public and other-oriented. It fed forward into ambient action. It involved self-expression, reasoning, and reflection, contributing to a style of languaging interdependent on dialogical partners and material affordance bundles. As illustrated in Figures 7 and 11, writing in the QA context often happened after the co-action and reading. This rapid style of languaging loop between reading and writing resonates with Xu (Wang 2016): to continue and to use in more creative ways that which has been proven effective. However, this data was more social, actional, and other-oriented.

4.4 Languaging style of self-expressing and reflecting in the print-based Diversity Mission class

In the print-based version class, a handout of the Diversity Mission was used instead of a textbook. The students were asked to think about the questions on the handout before the class. In class, the teacher checked the questions with the whole class by inviting different students to share their answers and then asked the students to do group discussions on those topics again. Due to quality issues with the video of the group discussion, only the class discussion part was able to be transcribed. However, from the class discussion, some interesting phenomena regarding students’ learning experiences were identifiable. As Figure 12 shows, there were no individual meaning-making actions identified in the class discussion. Instead, the dominant action pattern was the parallel interaction between the teacher and the students in the form of students answering the teacher’s question. The dominant language pattern was self-expression. Unlike the baseline class setting, the action of answering questions was always accompanied by self-expressing and sometimes by reflecting as well. This indicated that the learners had opportunities to language about their life experiences and values – action that was more ambient, public, and other-oriented than actions from the baseline classroom but less than actions in the QA environment. As in the baseline classroom, learning opportunities were only created as students directed and regulated their own behavior. Even though the group discussion video was not available, the observation notes provided more evidence that students’ discussion and writing were more toward experiences and outlook of respect for diversity, rather than toward taking notes to remember words.

In one interesting incident during a parallel question–answer exchange between the teacher and students, agent to agent co-action occurred for less than 2 minutes. As shown in Line 1 of CP1, the student raised his hand to actively answer the teacher’s question. In Line 11, the teacher also became emotionally engaged in the topic. From that point on, actions of the teacher and the student began to impact each other’s subsequent efforts, and thus formed a momentum for co-action. Nevertheless, with the teacher becoming stronger and stronger in her opinion and acting as an authority in the classroom, agency faded. This was revealed in the change of the student’s actions moving from looking at the teacher to looking down at the book. Consequently, the co-action ended as well.

CP1: Jiang's clip: Li Ying paper-based QA --> DMM --> no school

  1. (0:13:44.0)Jiang raises his hand.

  2. (0:13:49.7)Jiang stands up, looks down at his book, answers the question

  3. and then looks up at the teacher.

  4. (0:13:51.2)Jiang: Students don't go to school.

  5. (0:13:52.5)T: Speak loudly, OK?

  6. (0:13:52.8)Jiang: The students don't go to the school

  7. (0:13:57.2)T: The students what?

  8. (0:13:58.9)S: go to school.

  9. (0:14:00.6)T: Oh, don't go to school.

  10. (0:14:00.7)S: ((laugh))

  11. (0:14:01.5)T: Then where can we study? At home?

  12. (0:14:04.7)Jiang: Yes

  13. (0:14:05.3)T: On the computer?

  14. (0:14:05.9)Jiang: Yes.

  15. (0:14:07.5)T: But some students maybe play the computer games, not, not study.

  16. Do you think so? Now Jiang Zhengyu, for example, I give you lots

  17. of freedom. I ask you to study at home. And I give you computer, I

  18. put all the textbooks information in the computer, will you study well?

  19. (0:14:23.6)T goes towards Jiang, students look at them

  20. (0:14:29.0) Jiang looks down at his book while he answered the teacher's

  21. question.

  22. (0:14:30.2) Jiang: Yes.

  23. (0:14:31.0)T: Are you sure? Yes or no?

  24. (0:14:32.8)Jiang (keeps looking down): Yes.

  25. (0:14:34.7)T: Yes↑ OK, maybe let's have a try. I give your texts and information

  26. in the computer, and I ask you to study by yourself. And you don't

  27. go to English class, don't listen to Jacelyn's lesson, maybe your

  28. grades are better and better? I think so? Do you think so? No. I think

  29. if you study in, on, computer. and you don't watch me. Maybe you don't.

  30. because I can give you some rules. OK. Now I give you two minutes to

  31. write the answer on this paper, OK? OK.

5 Discussion and implications

In this study, we look at languaging as co-emerging with a) pedagogy (i.e. baseline classical vs. other), b) activities (i.e. individual vs. other-related), c) presence (or absence) of materiality, and d) environment (i.e. classroom vs. other). These variables can help differentiate what styles of languaging are dominant in respective situations. The study shows that students can be active observer-actors in the classroom and virtual world environments to various degrees and with different languaging styles. The traditional classroom environment (the baseline classroom) offered a predictable linear homogeneous languaging style – a clear consensual domain – where students knew what to do or at least knew what they were expected to do. In contrast, in the virtual space and print-based classes, students were invited to engage in heterogeneous styles.

A qualitative difference between the two settings was that the QA environment afforded a much greater variety of languaging that was evenly distributed in periodicity between individual meaning-making and distributed meaning-making. Linguistic symbols and representational inscriptions embodied in the QA text and NPCs afforded and constrained action as a second-order system while the QA ecological niches served as an open consensual domain. The languaging found in the loop of clicking, reading, translating and writing, and observing the results of actions provided contexts that Cowley (2017) and Linell (2005) posit are necessary for cultivating deeper experiences with language. This style of languaging is driven by material artifacts, the virtual space, and learners freely and intentionally flowing between massively heterogeneous scalars and varieties of linguistic behavior. From a distributed view, these are not mere dynamisms – they are other-oriented modes of ambient action.

In essence, material experiencing opens up learners’ cognitive space from the brain processing a mental model to intrapersonal, interpersonal, and material engagement in the consensual domain. Thus, learning becomes distributed beyond teacher-designed instruction and delivery. By extension, the virtual world design fosters learners’ ambient, public, and other-oriented individuating languaging experiences. By appropriating multimodal resources (e.g. linguistic and cultural artifacts, third party norms), learning becomes both an individual achievement and a social engagement. It is also a bridging of the segregation between teacher-centeredness and student-centeredness. In learning environments, learners actively make meanings and realize values. Teachers can be experts, information disseminators, or coaches. However, these roles are not static; they are dynamic and constantly changing based on learners’ moment-by-moment interactions with each other and with third parties (e.g. resources and norms). Thus, the work of the language learners is changed from learning about language to learning to be and learning to become in languaging (Zheng et al. 2018). This opens up a new perspective for the learning of new vocabulary words or more-complex linguistic actions.

Rooted in distributed perspective, the research design and analysis were not essentializing one type of languaging as better than the other. Rather, we discovered that ecological niches of different environments fostered heterogeneous linguistic behavior. Investigating three learning environments in two different designs opens up a model that invokes three different languaging styles. Harmonizing styles advocates cultivating both individual and distributed meaning-making experiences. In this view, language education consists of each unique ecological bundle of affordances in order to nurture persons-in-language-and-world (Cowley 2017). This may include, as suggested in this study, opportunities for individuating learning in a complex technology-enabled multimodal space, for concentrating on listening to lectures and taking notes, and providing time and support for self-expression and free and guided exploration.

We do not argue that one environment is better than another. However, it is clear that 3D virtual environments extend the classroom and afford kinds of action that are not available in a physically and socio-historically bound classroom. We trace this phenomenon to the need for both distributed and individual languaging – hence, harmonious languaging – in which learners appropriate physical and sociocultural materials to make meaning. In classroom environments, such material resources are limited, leading to the prominent position of the teacher. In the print-based Diversity Mission, the worksheets, the stories of the NPCs, and the students’ diverse experiences carried meaning potentials and values, affording students to organize their learning by reflecting and expressing themselves to others in the class. When the same diversity story was played out by students in the 3D space, another phenomenon of co-action between students and avatars emerged, engendering all three of the learning opportunities.

Given that the distributed perspective breaks with linguistic theories, it can offer new insights to applied linguistics and, perhaps, pedagogy. In the first place, the field neglects the affordances of using virtual worlds – a domain that affords new ways of languaging which draw on the other-oriented effects that are central to human understanding and, above all, enables persons to work with more-dynamic shorter intervals of meaning-making. Of course, one might argue that the differences are unsurprising. Future work must look at implications for learning and, perhaps more importantly, the learners themselves.

In sum, we explored languaging between agents and how agents explored and interacted with different environments (i.e., a virtual world and the classroom). By doing this, we investigated how individual and distributed meaning-making across time and space were achieved by analyzing agents’ appropriation of social, physical, historical, and cultural resources. After doing this, we claim that language acquisition and learning depends on dynamics, co-emerging with coordination, with both individual meaning-making and distributed meaning-making across pedagogies, activities, teacher–student roles, and environments. Lastly, one can view language as other-oriented, ambient, and public. If one does this, one breaks from system-and-use views by taking a distributed perspective. Among other things, this allows us to look at languaging as massively heterogeneous. We take this approach to the classroom and offer a comparative study. In this we focus on what have been called dynamisms – aspects of action that involve continuous multiscalar change.

About the authors

Dongping Zheng

Dongping Zheng (b. 1970) is Associate Professor at University of Hawai‘i at Mānoa. Her research interests include (trans) languaging, ecolinguistics, virtual world/reality, and mobile assisted language learning. Her publications include: “An ecological community becoming: Language learning as first-order experiencing with place and mobile technologies” (2018), “Eco-dialogical learning and translanguaging in open-ended 3D virtual learning environments” (2017), and “Recurrent languaging activities in World of Warcraft: Skilled linguistic action meets the Common European Framework of Reference” (2016).

Ying Hu

Ying Hu (b. 1987) is a doctoral candidate at Michigan State University. Her research interests include cognitive flexibility in language learning and technology-assisted learning. Her publications include “Cognitive flexibility theory and the accelerated development of adaptive readiness and adaptive response to novelty” (2019), “Student in the shell: The robotic body and student engagement” (2019), “Eco-dialogical learning and translanguaging in open-ended 3D virtual learning environments: Where place, time, and objects matter” (2017).

Ivan Banov

Ivan Banov (b. 1987) is a doctoral candidate at the University of Hawai‘i at Mānoa. His research interests include language learning in informal settings, technology-assisted language learning, and ecological linguistics.

Acknowledgements

We are very grateful to the principal investigators of the Atlantis Remixed project, Dr. Sasha Barab, Dr. Melissa Gresalfi, and their team for their generous support within the larger project of The John D. and Catherine T. MacArthur Foundation, The Quest Atlantis International Consortium of Scholars for the Study of Gaming and Learning. We are in debt to Stephen Cowley for his illuminating insights in helping us to make the distributed language approach accessible to our practical and pedagogical study. Without his critical comments and careful constructive feedback, our discussion of ambient action and languaging styles, for example, would have been bland. Our appreciation extends to Kristi Newgarden who provided meticulous comments and suggestions, including but not limited to lexicon-grammar and content. Our special thanks are warmly granted to the teachers and student participants, and staff support, especially Ms. Ying Li and Ms. Xiuling Tang of No. 90 Middle School in Changchun China. Without their dedication to language education and technology innovation, this project would not have been successfully implemented in China.

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Published Online: 2019-11-21
Published in Print: 2019-11-26

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