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Digital Language Learning (DLL): Insights from Behavior, Cognition, and the Brain

Published online by Cambridge University Press:  13 August 2021

Ping Li*
Affiliation:
The Hong Kong Polytechnic University, Hong Kong
Yu-Ju Lan
Affiliation:
National Taiwan Normal University, Taipei
*
Address for Correspondence: Ping Li, Department of Chinese and Bilingual Studies, Faculty of Humanities, The Hong Kong Polytechnic University, Hong Kong SAR, China. Email: pi2li@polyu.edu.hk
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Abstract

How can we leverage digital technologies to enhance language learning and bilingual representation? In this digital era, our theories and practices for the learning and teaching of second languages (L2) have lagged behind the pace of scientific advances and technological innovations. Here we outline the approach of digital language learning (DLL) for L2 acquisition and representation, and provide a theoretical synthesis and analytical framework regarding DLL's current and future promises. Theoretically, DLL provides a forum for understanding differences between child language and adult L2 learning, and the effects of learning context and learner characteristics. Practically, findings from learner behaviors, cognitive and affective processing, and brain correlates can inform DLL-based language pedagogies. Because of its highly interdisciplinary nature, DLL can serve as an approach to integrate cognitive, social, affective, and neural dimensions of L2 learning with new and emerging technologies including VR, AI, and big data analytics.

Information

Type
Keynote Article
Creative Commons
Creative Common License - CCCreative Common License - BY
This is an Open Access article, distributed under the terms of the Creative Commons Attribution licence (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted re-use, distribution, and reproduction in any medium, provided the original work is properly cited.
Copyright
Copyright © The Author(s), 2021. Published by Cambridge University Press
Figure 0

Figure 1. Perception and action in immersive VR. (A) The L2 learner uses the handset to point to any item in the VR kitchen, which triggers the sound of the corresponding L2 word, in this example, ‘dao’ (knife in Chinese); (B) the learner virtually picks up and moves any object by pressing a trigger button with the index finger, in this example, a broom; (C) the learner holds a funnel to move it around; (D) the learner opens the refrigerator; (E) the learner uses a VR treadmill to navigate a virtual zoo; and (F) kangaroos in the virtual zoo, and as in (A) the learner uses the handset to point to the animal to trigger the L2 sound.

Figure 1

Figure 2. Effects of learning context, category, and individual differences. (A) There was an overall significant difference between immersive VR (iVR) vs. non-VR associative learning (WW, word-to-word association); (B) there was a significant difference between learning in Kitchen vs. learning in Zoo (both in iVR conditions); (C) there was no significant effect of learning context for Successful Learners; and (D) there was a significant effect of learning context for Less Successful Learners, with significantly higher accuracy in the iVR compared to the WW condition. Error bars indicate 95% confidence intervals and * indicates significant effect (based on Legault et al., 2019a).

Figure 2

Figure 3. Brain network that supports lexical learning and social learning in both hemispheres. The figure illustrates a typical left-hemisphere lexical learning (blue) and a right-hemisphere social learning (green) system. The latter involves a right-heavy network that connects key regions in both hemispheres for visual processing (LG) and cognitive and linguistic processing (IFG, AG, SMG, MTG) with the subcortical region (CN for sequence learning). AG: angular gyrus; IFG: inferior frontal gyrus; SMG: supramarginal gyrus; LG: lingual gyrus; CN: caudate nucleus; MTG/ITG: middle/inferior temporal gyrus. (from Li & Jeong, 2020; with permission from Springer Nature)