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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Supporting Language Learning Strategies for Erasmus Students with a Mobile Tool Using Tangible User Interfaces and Interactive Storytelling: the EULALIA Approach</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Caroline Sundberg</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Adam Mickiewicz University</institution>
          ,
          <addr-line>61-874 Poznań</addr-line>
          ,
          <country country="PL">Poland</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>European University Foundation</institution>
          ,
          <addr-line>5353, Oetrange, Luxemburg</addr-line>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>L-Università ta' Malta</institution>
          ,
          <addr-line>2080, Msida</addr-line>
          ,
          <country country="MT">Malta</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>Universitat d'Alacant</institution>
          ,
          <addr-line>03690, Alicante</addr-line>
          ,
          <country country="ES">Spain</country>
        </aff>
        <aff id="aff4">
          <label>4</label>
          <institution>University of Naples Federico II</institution>
          ,
          <addr-line>80133 Napoli</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <fpage>0000</fpage>
      <lpage>0002</lpage>
      <abstract>
        <p>In the framework of the EULALIA project (Enhancing University Language courses with an App powered by game-based Learning and tangible user Interfaces Digital Creativity Enhanced in Teacher education) the authors develop a methodology for the language teaching/learning for Erasmus students by using scenario based and multisensorial methodologies applying Tangible User Interfaces and Mobile Learning approaches. The paper presents the structure of the application and the scenario based learning (SBL) and digital storytelling approach that supports language learning strategies (LLS) employing mobile learning and tangible user interfaces (TUI) systems. The approach embraces both the virtual and real dimensions of leaning and is characterised by the embodiment of interaction in physical objects. Tangible objects mediate the interaction between the learner and digital interface, innovatively engaging all senses during learning content fruition, and making learning experiential. The paper also presents the app deployment plan in the real education context as a tool to support second language learning strategies (LLS) for Erasmus students.</p>
      </abstract>
      <kwd-group>
        <kwd>Tangible User Interfaces</kwd>
        <kwd>Scenario Based Learning</kwd>
        <kwd>Digital Game Based Learning</kwd>
        <kwd>multisensory learning</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>"Copyright © 2020 for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0)."</p>
    </sec>
    <sec id="sec-2">
      <title>Introduction</title>
      <sec id="sec-2-1">
        <title>Tangible User Interfaces embodying leaning interaction within scenarios</title>
        <p>
          Language Learning Strategies (LLS) [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ] refer to the behaviours and thoughts that a
learner engages in during learning. They also include the processes and actions that are
consciously deployed to learn or use a language more effectively [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ]. Language
learning strategy is an important contribution to positive achievements in second language
learning. Language use is directly connected with social norms and practices, cultural
codes and real-life contexts where individuals are expressing themselves and
communicating with others. While research shows that knowledge is best acquired and more
fully understood when situated within its context [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ], the vast majority of language
teaching and training continues to apply traditional fronted methods characterized by
repetition and memorization, with a limited focus on promoting reflection and transfer
of knowledge.
        </p>
        <p>
          The internalization of the learning experience, fundamental in the learning process,
is successful when concepts and knowledge are anchored to real-life problems and
scenarios, as “Knowledge is a storehouse of representations, which can be called upon for
use in reasoning and which can be translated into language” [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ].
        </p>
        <p>
          In language learning, scenarios facilitate language learners to practice in real life
simulated situations. Scenario-based learning (SBL) provides meaningful learning
experiences by engaging students in authentic environments to support reflective practices
and active learning in a real-world problem and in a subsequent solution finding process
[
          <xref ref-type="bibr" rid="ref5">5</xref>
          ]. As scenarios are sequences of communicative situations, they offer a means of
incorporating Common European Framework of Reference for Languages (CEFR)
descriptors into language learning path. A CEFR-based scenario provides a set of
realworld variables, including a domain, context, tasks, language activities and, in which
“Can-Do” descriptors can be integrated as learning objectives, together with aspects of
strategic, pragmatic and linguistic competence as enabling objectives, and quality
criteria for evaluation purposes [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ].
        </p>
        <p>
          In addition, the scenarios adhere to the storytelling approach. The storytelling (and
the newborn digital storytelling) [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ] is a well-known framework for enhancing
achievement and learning motivation for higher education students [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ] and with good results
for second language learning [
          <xref ref-type="bibr" rid="ref10 ref11 ref9">9, 10, 11</xref>
          ].
        </p>
        <p>
          Furthermore, knowledge and the world are both construed and interpreted through
action and mediated through symbol use [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ]. From this prospective Tangible User
Interfaces (TUIs) [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ] represents a system embodying the interaction with physical
objects of the scenarios that support knowledge acquisition through experience. From a
cognitivist learning perspective, TUIs can support the storing of new knowledge related
to the physical world. This is done either through expressive or explorative activity [
          <xref ref-type="bibr" rid="ref14 ref15">14,
15</xref>
          ], as the physical interaction which allows the learner to construct knowledge of the
world through experiencing it [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ] - or to learn by doing (manipulating things in the
physical world) [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ]. In this view, the learner acts and intervenes on the scenario with
physical interaction on the system, promoting action in line with the interactive
storytelling approach [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ].
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Prototype description</title>
      <sec id="sec-3-1">
        <title>The EULALIA App</title>
        <p>
          The EULALIA ((Enhancing University Language courses with an App powered by
game-based Learning and tangible user Interfaces Digital Creativity Enhanced in
Teacher education)) App has the structure of a serious game, a game which “primary
goal is education rather than entertainment" [
          <xref ref-type="bibr" rid="ref19">19</xref>
          ], in particular to enhance the player’s
level within CEFR. The application combines utilitarian training aspects with playful
means that reinforce engagement. Research has shown that lack of boredom links to
learning achievement with a consequent engagement [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ]. Effectiveness of the learning
process has been directly correlated with learners’ engagement in learning activities
[
          <xref ref-type="bibr" rid="ref21">21</xref>
          ]. Research has shown that engagement increases when activities are tailored to
personal needs and emotional states [
          <xref ref-type="bibr" rid="ref22">22</xref>
          ] in line with the Universal Design for Learning
framework (UDL) [
          <xref ref-type="bibr" rid="ref23">23</xref>
          ].
        </p>
        <p>
          Digital Game Based Learning (DGBL) is also considered to address some of the
pitfalls faced by educators such as lack of student’s motivation or student’s low level
of confidence [
          <xref ref-type="bibr" rid="ref24">24</xref>
          ]. Entertainment is also a reward for achievements in the game and
empowers the development of language competences and acquisition of knowledge
about the cultural aspect of the hosting city.
        </p>
        <p>
          The design of the game implemented is oriented by its educational purpose,
balancing accuracy and accessibility, graphics and interactivity. The activities are built as
tasks of an established narrative. To develop a language learning framework, the
scenarios are CEFR-based and consist in a set of real-world variables, including a domain,
context and task, that correspond to learning objects. Making choices and solving
problems, the player built his knowledge through simulated experience. According to
Fröbel’s ideas of DGBL [
          <xref ref-type="bibr" rid="ref25">25</xref>
          ], the educational value of learning results from the
contextualization of knowledge in a challenging situation where the players can assess their way
of thinking and behaving and develop what is needed to adjust to this situation [
          <xref ref-type="bibr" rid="ref26">26</xref>
          ].
The player deals with multidimensional data through a gamified learning experience in
which visual and spatial, auditive and tactile aspects interact through the use of TUI
applications. According to Mayer´s model [
          <xref ref-type="bibr" rid="ref27">27</xref>
          ], as summarized by Farías, Obilinovic
and Orrego [
          <xref ref-type="bibr" rid="ref28">28</xref>
          ], learning through multimedia potentially leads to deeper learning and
understanding than do sessions that are presented solely in one format. Furthermore,
sensorimotor experiences are connected with cognitive functions within the language
processing and comprehension. In a multisensory learning experience, when the
player/learners understand words, the same sensorimotor areas are recruited as for
interacting with the physical objects in a tangible environment [
          <xref ref-type="bibr" rid="ref29">29</xref>
          ].
        </p>
        <p>
          EULALIA proposes a technology enhanced learning tool providing multimodal
communication and multisensory applications that transform the approach to language
learning, immersing the player/learner in a simulated scenario that situate the
knowledge in a context with an interactive storytelling approach. Within EULALIA
active learning is also fostered by the possibility to develop scenarios, involving
students working their way through a storyline and providing opportunities for
self-regulated language learning strategies to promote language learners’ awareness. Recent
theoretical discussions on foreign language learning have yielded valuable insights for the
field while also reporting various positive impacts on second or foreign language
learning [
          <xref ref-type="bibr" rid="ref30 ref31">30, 31</xref>
          ].
        </p>
        <p>
          The software that allows the scenarios development is STELT [
          <xref ref-type="bibr" rid="ref32">32</xref>
          ]. This authoring
system is also suitable for users with low programming skills. STELT allows
applications using TUIs [
          <xref ref-type="bibr" rid="ref33">33</xref>
          ]. STELT joins: i) communication protocols of the hardware
(RFID/NFC readers), ii) logic of the scenarios, iii) learning analytics about the learners,
and iv) adaptive tutor’s modules. STELT allows the connection meaning-object,
assigned during the tagging task: each object is equipped with a RFID/NFC passive
antenna attached to it. Attaching thin RFID/NFC tags inside (or behind) any object, makes
it possible to turn it into a Smart Object [
          <xref ref-type="bibr" rid="ref34">34</xref>
          ] and link it to a multisensory learning
scenario [
          <xref ref-type="bibr" rid="ref35">35</xref>
          ].
        </p>
        <p>This technological tool in the form of EULALIA APP could be installed on Android
smartphones and Windows applications. The users will interact with the digital
interfaces, with the scope to perform quests or treasure hunts, to solve quizzes or to interact
with stories. This is done through the use of physical and real objects and through
employing the senses including smell and taste. In this context, a typical exercise is the
quest on a physical map by browsing with the phone equipped with NFC sensor, which
represents the sensitive points (well known by the designer of the scenario and
programmed in the app using STELT). Each interaction with the map is aimed to improve
the foreign language skills of the user, by browsing and searching the next answer on
the map.</p>
        <p>In this view the students and teachers are able to creatively design an Open
Educational Resource (OER), co-creating their Language Learning Strategy (LLS), in the
form of a game scenario. The game will be embedded in a mobile APP that embody
knowledge acquisition to real life context using tangible object starting from maps,
cards, including also smells or tastes.
3</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Conclusion and future directions</title>
      <p>EULALIA is developed to support the development of second or foreign language
learning strategies. The primary target of the EULALIA approach are the Erasmus
students. This approach can become an innovative tool for language learning.</p>
      <p>This short paper presents the structure of a game application embodying
multisensorial learning experiences via TUI application and presents the pedagogical framework
underpinning its deployment based on robust literature.</p>
      <p>
        The EULALIA application developed proposes scenarios in three main fields,
namely: 1) cultural heritage and traditions, 2) daily life situations, 3) university
knowledge under a practical profile. This will be delivered through language domain
activities (i.e. Scratch) [
        <xref ref-type="bibr" rid="ref36 ref37">36, 37</xref>
        ];and tangible user interfaces applications [
        <xref ref-type="bibr" rid="ref38 ref39 ref40 ref41">38, 39, 40,
41</xref>
        ]; supporting technology enhanced language learning strategies [
        <xref ref-type="bibr" rid="ref42 ref43 ref44 ref45 ref46">42, 43, 44, 45, 46</xref>
        ].
      </p>
      <p>The next step brings to the deployment of a piloting phase, during which 1)
university teachers and lecturers will be trained on how to use and embed the tool within
university language courses; 2) Erasmus students will make use of the tool to develop
their language learning strategies, developing their own scenarios, developing their own
contents or reusing the courses contents.
4</p>
    </sec>
    <sec id="sec-5">
      <title>Acknowledgment</title>
      <p>EULALIA (Enhancing University Language courses with an App powered by
gamebased Learning and tangible user Interfaces Digital Creativity Enhanced in Teacher
education) is co-founded by the Erasmus+ programme of the European Union, in the
call Key Activity 2 – Strategic Partnership (Grant Agreement
2019-1-IT02-KA203063228) and runs between October 2019 and September 2021. The European
Commission's support for the production of this publication does not constitute an endorsement
of the contents, which reflect the views only of the authors, and the Commission cannot
be held responsible for any use which may be made of the information contained
therein.</p>
    </sec>
  </body>
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