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DTSTART:20201101T020000
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DTSTART;TZID=America/New_York:20250326T160000
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SUMMARY:CALPER Advances in World Language Pedagogy: Jayoung Song
DESCRIPTION:\nAbstract:\n\nThis presentation will share research finding
	s on the effects of augmented reality (AR) and print-based games on read
	ing engagement in the context of foreign language learning. It will also
	 showcase the design and development of a narrative-driven AR mobile gam
	e tailored for language education and explore its pedagogical implicatio
	ns.\n\nBuilding on the principles of game-based and problem-based learni
	ng\, this study examined the effects of an augmented reality (AR) mobile
	 game and its printed counterpart on students’ reading engagement. To ac
	hieve this\, a narrative-driven mystery AR mobile game was designed and 
	implemented using the Analysis\, Design\, Development\, Implementation\,
	 and Evaluation (ADDIE) framework. The participants included thirty-thre
	e undergraduate students learning Korean as a foreign language. Among th
	em\, nineteen students played the AR version of the game\, while fifteen
	 engaged with the printed version. Following the activities\, both group
	s completed various assessments\, including reading engagement surveys w
	ith Likert-scale items\, adjective checklists\, and interviews. The find
	ings revealed that both groups displayed similar levels of behavioral\, 
	cognitive\, and emotional reading engagement\, as well as positive attit
	udes toward reading\, with no statistically significant differences betw
	een the groups. However\, the qualitative data highlighted variations in
	 participants’ perceptions of each mode.\n\nThe presentation will discus
	s how immersive technologies\, such as AR\, can enhance engagement in fo
	reign language education while highlighting the enduring value of tradit
	ional print-based methods.\n\nBio:\n\nJayoung Song is a Watz Early Caree
	r Professor and an Assistant Professor of Korean and Applied Linguistics
	 at Penn State. Her research focuses on Korean applied linguistics\, tec
	hnology-enhanced language learning—particularly with virtual and augment
	ed reality—intercultural communication\, and second language reading. Sh
	e actively contributes to professional communities\, serving as a review
	er for various academic journals and as a member of the editorial boards
	 of Linguistic Research. Additionally\, she serves on the Executive Boar
	d of the American Association of Teachers of Korean (AATK) for the 2022–
	2025 term.\n\nFor more details: https://events.la.psu.edu/event/calper-j
	ayoung-song/
X-ALT-DESC;FMTTYPE=text/html:<html><head></head><body><p>Abstract:</p><p
	>This presentation will share research findings on the effects of augmen
	ted reality (AR) and print-based games on reading engagement in the cont
	ext of foreign language learning. It will also showcase the design and d
	evelopment of a narrative-driven AR mobile game tailored for language ed
	ucation and explore its pedagogical implications.</p><p>Building on the 
	principles of game-based and problem-based learning, this study examined
	 the effects of an augmented reality (AR) mobile game and its printed co
	unterpart on students’ reading engagement. To achieve this, a narrative-
	driven mystery AR mobile game was designed and implemented using the Ana
	lysis, Design, Development, Implementation, and Evaluation (ADDIE) frame
	work. The participants included thirty-three undergraduate students lear
	ning Korean as a foreign language. Among them, nineteen students played 
	the AR version of the game, while fifteen engaged with the printed versi
	on. Following the activities, both groups completed various assessments,
	 including reading engagement surveys with Likert-scale items, adjective
	 checklists, and interviews. The findings revealed that both groups disp
	layed similar levels of behavioral, cognitive, and emotional reading eng
	agement, as well as positive attitudes toward reading, with no statistic
	ally significant differences between the groups. However, the qualitativ
	e data highlighted variations in participants’ perceptions of each mode.
	</p><p>The presentation will discuss how immersive technologies, such as
	 AR, can enhance engagement in foreign language education while highligh
	ting the enduring value of traditional print-based methods.</p><p>Bio:</
	p><p>Jayoung Song is a Watz Early Career Professor and an Assistant Prof
	essor of Korean and Applied Linguistics at Penn State. Her research focu
	ses on Korean applied linguistics, technology-enhanced language learning
	—particularly with virtual and augmented reality—intercultural communica
	tion, and second language reading. She actively contributes to professio
	nal communities, serving as a reviewer for various academic journals and
	 as a member of the editorial boards of Linguistic Research. Additionall
	y, she serves on the Executive Board of the American Association of Teac
	hers of Korean (AATK) for the 2022–2025 term.</p><p>For more details: <a
	 href='https://events.la.psu.edu/event/calper-jayoung-song/'>https://eve
	nts.la.psu.edu/event/calper-jayoung-song/</a></p></body></html>
URL:https://calper.la.psu.edu/professional-development/advances-in-world-lan
	guage-pedagogy/2025-2/
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