See discussions, stats, and author profiles for this publication at: https://www.researchgate.net/publication/351048833 Student Engagement with Digital Video Production Article in ELT Journal · April 2021 DOI: 10.1093/elt/ccab050 CITATION READS 1 644 1 author: Alastair Henry Högskolan Väst 70 PUBLICATIONS 2,272 CITATIONS SEE PROFILE Some of the authors of this publication are also working on these related projects: Willingness to Communicate and Multilingualism View project Motivational Teaching in Swedish Secondary English (MoTiSSE) View project All content following this page was uploaded by Alastair Henry on 22 April 2021. The user has requested enhancement of the downloaded file. [This is a prepublication copy of Henry, A. ‘Student engagement with digital video production’ to appear in ELT Journal (volume 76)] Submitted: 16 10 2019 1st Review: 09 01 2020 Resubmitted: 20 01 2020 2nd Review: 10 07 2020 Resubmitted: 15 07 2020 Accepted: 21 04 2021 Student Engagement with Digital Video Production Alastair Henry Abstract In many contexts of contemporary ELT, the L2 can be widely encountered beyond the classroom. In these settings, teachers need to maximize opportunities for meaningful participation. Digital video production (DVP) provides one such opportunity. Little, however, is known about the types of DVP common in particular contexts of ELT, the extent to which DVP functions as a motivational resource, or how engagement is generated. This mixedmethods study in a Swedish context addresses these questions. Results show that DVP takes place in genre-specific forms, and has significant motivational potential. Analyses suggest that DVP can generate embodied forms of engagement. By creating appealing characters and storylines, and through the use of mobile devices and easy-to-use video-editing software, students can engage in authentic self-expression in meaningful and satisfying ways. Insights into the ways in which engagement is generated can provide teachers with valuable knowledge when designing learning activities that incorporate DVP. Introduction 1 Digital technologies have changed ELT in significant ways. In many contemporary classrooms, students become involved in media production, using digital tools to create texts in multiple semiotic modes (Hafner 2015). The creation of multimodal digital media—for example audio-visually supported presentations, videos and podcasts—is regarded as highly beneficial for language learning. Not only does the creation of new media prepare students for life in a digitally-mediated world, but in providing a better fit with digital literacy practices in out-of-school environments, participation in classroom activities is also enhanced (Hafner 2015). Reviewing research on the affordances of multimodal media production, and in particular the ways in which digital video enables experimentation with multiple modes of expression, Hafner (2015) argues that “embedding digital video projects in the language curriculum can be highly motivational, fostering learner autonomy, teamwork, creativity, and interaction with an authentic online audience” (488). In language classrooms, digital video production (DVP) can be understood as a learning activity that takes place in project form, and where students “experiment with a range of digital video technology in order to create personally meaningful multimodal artifacts” (Hafner and Miller 2011: 72). Videos can be produced on personal or schoolprovided devices. Films can be uploaded onto video-sharing sites, such as YouTube and TikTok, or shared among peers in local networks. Because it promotes autonomy, teamwork and creativity, DVP shares many of the motivational qualities associated with technology use (Henry and Lamb 2020). However, in addition to these generic motivational affordances, focused energy may also arise through the particular activity of creating moving images and audio narratives. It is these affordances that the current study seeks to explore. Drawing on data from the Motivational Teaching in Swedish Secondary English (MoTiSSE) project—a large-scale investigation of motivational practice in ELT carried out in Sweden using survey and ethnographic methods (Henry and Thorsen 2018)—the focus of this article is on student 2 engagement with DVP. Responding to a need (i) to map student engagement with particular facets of L2 learning environments, and (ii) to generate holistic accounts of students’ positive learning behaviours in these interactions (Dörnyei 2019), the purpose of the study is to chart the ways in which DVP is used, to consider the importance of DVP as a motivational resource, and to explore the nature of student engagement with DVP in classroom-based learning. Digital video production and motivational affordances In studies focused on language learning and technology, it is common to find statements— often in the ‘implications’ sections of an article—that emphasise the motivational potential of the tools, applications or practices under investigation. Much less frequently do investigations of motivation or student engagement form part of the study objectives. Moreover, when claims are made about the motivational properties of particular technologies and the influences on students’ learning behaviours, propositions tend to be framed in general terms (Henry and Lamb 2020). This is unfortunate. Particular technologies, and the ways in which they are used in language classrooms, need to be understood as providing unique combinations of motivational affordances. So far, studies investigating the motivational affordances associated with DVP in ELT have mostly been conducted in Asian contexts. In one study where motivation was in focus, Yang and Wu (2012) report on a 20-week digital storytelling intervention in EFL classes. Here, Taiwanese senior high students in an experimental group scored significantly higher on post-test task value and self-efficacy. In a study at an English-medium university in Hong Kong, Hafner and Miller (2011) report that students found a DVP project to be novel, fun, and challenging. In another interview-based study, Jiang and Luk (2016) identified seven motivational properties associated with DVP in English language learning, namely: challenge, curiosity, fantasy, competition, cooperation, and recognition. 3 While these studies provide baseline understandings of the positive learning behaviours that can arise when students get involved with DVP, there is need for development in two important respects. First, greater conceptual precision would be of value. To take Jiang and Luk’s (2016) study as an example, the motivational factors associated with DVP are wholly analogous to intrinsic motivation generated in instructional gaming. However, as Karaganis (2007) reminds us, in the production of new media, technology use needs to be understood as a specifically structured form of social participation, and as involving skill-sets specific to particular modes of interaction. In the continued development of understandings of L2 motivation and technology use, and as a means of generating knowledge that is valuable for teachers, there is need to explore focused learning behaviours in relation to specific digital tools, and in the context of modes of action characteristic to specific participatory genres (Henry and Lamb 2020). Meaningful participation and student engagement In many contexts of contemporary ELT, the L2 can be widely encountered beyond the classroom. In these settings the role of the teacher shifts to becoming an “instructional designer” —someone tasked with maximizing opportunities for meaningful participation in learning activities (Mercer and Dörnyei 2020). To provide teachers with knowledge that can help them to develop design skills, and insights that can be of use when carrying out classroom activities, L2 motivation research needs to move beyond the identification of motivational antecedents; it needs additionally to focus on students’ participation in varying activity types in particular contexts of learning. To a much greater degree, studies need to be practitioner-oriented. Research should aim to provide holistic accounts of dynamic processes of interactions with learning activities, and insight into how energy and focus arise through participatory action. With knowledge generated in this way, teachers may be better equipped to design and manage activities in ways that generate enthusiasm and hold students’ attention. 4 In this respect, student engagement (Skinner and Pitzer 2012) constitutes an attractive construct. Because focus is trained on intentioned involvement with learning activities, student engagement provides a means of understanding how motivation plays out in concrete actions in particular learning tasks (Dörnyei 2019). Because it encompasses students’ agentic behaviour in learning contexts, student engagement provides an important conceptual tool for investigating—and developing—motivational practice (Mercer and Dörnyei 2020). Purpose While DVP can provide a highly stimulating medium within which language skills can develop, studies on motivational influences are few. Little is known about the types of DVP common in particular contexts of ELT, the extent to which DVP functions as a motivational resource, or how engagement arises. In an attempt to provide answers to these questions, and in the context of ELT in Sweden, the purpose of this mixed-methods study is to examine the forms DVP can take, its motivational importance, and the ways in which engagement is generated. The following research questions were formulated: RQ1. What forms does DVP take? RQ2. To what extent is DVP a motivational resource? RQ3. What are the characteristics of student engagement with DVP? Procedures Data To carry out these objectives, two datasets from the MoTiSSE project were used: (i) data from a survey of secondary English teachers’ motivational practices, where an online questionnaire was sent to 252 teachers of English in Grades 6–9 (ages 12–15, CEFR A2.1– B1.1) at 64 randomly-selected secondary schools in Western Sweden, and (ii) data from ethnographic observations carried out in the classrooms of 16 teachers identified in the 5 survey as successful motivators (see Henry and Thorsen 2018 for full details of the MoTiSSE project methodology). Analysis of the questionnaire data For RQ1 and RQ2, an analysis of the survey data was carried out. In addition to multi-item Likert scales measuring teachers’ awareness of students’ out-of-school encounters with English, and use of activities connecting to these encounters, the questionnaire also included an open question: “Describe an activity or task that you have carried out with your pupils which you experience has motivated them”. Completed questionnaires were received from 112 teachers (response rate 44%). Of these, 97 questionnaires included a response to the open question. Some teachers described more than one activity. In total 112 descriptions were obtained (Henry Korp Sundqvist and Thorsen 2018). Analysis of classroom observations For RQ3, an analysis of fieldnotes from lesson observations (N = 258) was carried out. The following steps were taken. First, lessons involving DVP activities were identified. In some activities, DVP was one among a number of expressive resources that students could chose to work with. In other activities, all the students in a class created digital videos. While in most cases students used phones or laptops to record and edit videos, in a couple of cases professional equipment was used. Mostly, DVP took place in project-form, and extended over several lessons. In total, 8 activities involved DVP: video-recorded role-plays (2), videorecorded group discussions (1), narrative films (4), and vlogs (1). In a second step, fieldnotes from these lessons were examined. In a third step, two examples of DVP were selected for close-up examination. Selection was motivated because (i) the fieldnotes provided rich descriptions of the students’ interactions, (ii) students used phones and laptops to create the videos, and (iii) the DVP was typical of the two most common genres of user generated content online (Mosebo Simonsen 2011). These were a) a short narrative sketch, and b) a 6 vlog. In a final step, and against the backdrop of theories of student engagement in roleplaying (Gee 2018; Rector–Aranada et al. 2017), analyses of the students’ interactions were conducted. Results and Discussion What forms does DVP take? The activity descriptions provided by the teachers (in response to the open question in the survey) reveal how DVP activities fall into four broad thematic categories: travel-themed videos, popular culture videos, news/documentary videos, and video-adaptations. These categories are set out in table 1. Table 1. Thematic categories of DVP Category Activities (As per the teachers’ written responses to the openquestion. Translations from Swedish) Travel-themed videos Making films about English-speaking countries Making their own films about English-speaking countries Making a travel program in English (an English version of ‘The Holiday Program’) Recording promotional videos for English-speaking countries/cities Travel blogs in groups where they visit an English-speaking country – a mixture of written texts and videoblogs Popular culture videos An instruction video about the school for grade 7 students A cooking program A music video News/documentary videos Making a news program in video format A news report – local news, domestic and foreign news, sport and weather for example They do a report, and record it as a documentary using their ipads 7 Video-adaptations Writing the script for, and filming a scene from a novel or play Not categorized Making their own TV-program Making a film using their ipads Given the curriculum requirement that students should have knowledge about cultural phenomena in contexts and areas where English is used, and the allure of native-speaking countries, it is not surprising to find DVP in the context of travel in English-speaking settings. Interestingly, three of the five activities in this category involve a particular genre (a vacation program, a promotional video, and a vlog). In both the ‘popular culture’ and ‘news/documentary’ categories, genre is similarly central: an instruction video, a cooking program, and news reports and documentary films. In generating engagement, working within familiar genres can provide students with thematic templates for modelling DVP, and opportunities for self-expression perceived to be authentic within the genre. To what extent is DVP a motivational resource? Of the 112 activity descriptions provided by surveyed teachers, 14 (12.5%) involved DVP. While the survey response rate (44%) indicates that caution is needed when assessing the motivational importance of a particular activity type, it is clear that DVP is a significant motivational resource in secondary ELT in Sweden. In this respect, interesting comparisons can be made with activities traditionally regarded as motivational, such as challenges and competitions. Comparing the current results with those of Henry and colleagues’ (2018) previous analyses of the same dataset—where the focus was on teachers’ motivational strategies—it is noteworthy that while the number of DVP descriptions is similar to the number of activities that involve a challenge (14), DVP is twice as frequent as activities that involve competitions (7). Equally interesting is the fact that DVP features more frequently than activities involving audio-recordings (podcasts and radio programs) (5). DVP is also far 8 more common than other recognizably motivational activities, such as e-twinning, drama and music. What are the characteristics of student engagement with DVP? Similarly to the activities described in the survey, the DVP activities observed in the ethnographic part of the MoTiSSE project provided students with opportunities to create videos using school-provided laptops or tablets, and/or their smartphones. Making these videos, students were often intensely involved in the production process. Not only did they demonstrate creativity in constructing engaging narratives, meticulous attention was often paid to scenecraft, and to the technical aspects of production. To describe the characteristics of students’ engagement with DVP, I draw on a model of student engagement in role-playing developed by Rector–Aranada and colleagues (2017). In a grounded theory study of a role-playing game, these researchers follow Gee (2008) in arguing that engagement “is embodied through the role that the student plays” (Rector–Aranada et al. ibid. 300). In this model, embodied engagement consists of three dimensions: immersion, relatability, and voice and agency. Immersion involves connecting deeply with the experience and feeling fully part of the action. Relatability involves interest, enjoyment, or enthusiasm for the characters. Voice and agency involve opportunities to speak, and freedom to act through the characters. Using an adapted version of this model—where ‘relatability’ and ‘voice and agency’ also encompass the narrative creation of storylines, voiceovers and soundtracks— and with an additional focus on the use of mobile devices, I examine excerpts from fieldnotes created in two lessons where students worked with DVP. In the first excerpt, two boys created a video about an encounter with a stranger from a future time. In the second—which was part of a project where students blogged about an imaginary journey to an Englishspeaking destination—a group of girls created a vlog about a visit to Disney World. 9 EXCERPT ONE 1 The two boys are working in a highly focused way. There are no points where they drift into other topics of conversation or start doing other things. Rather the phones are used as tools for making the film and I don’t notice that they are doing other things (e.g. checking Facebook). 2 When they have written the voiceover – and practiced saying it using different intonation patterns and in different varieties of English – both laughing and evaluating each new attempt – they talk about how the film has to be finished today. So there is a sense of pressure I note. However they are also concerned about the quality. 3 “It has to be good”. 4 “Are we going to show this to the others?” Asks one. 5 “Sure”, says the other looking at him very seriously. “Of course we are going to do that”, this said with emphasis. 6 “Then we need to get to a final product” says the other. 7 Now they are working intensely. Negotiating about what to do, how the film should be shot, the tone and voice that the lines should be said in, and the facial expressions when they are acting. Now the filming begins. When each ‘take’ is made they watch it and comment on it (like real film-makers it seems to me). 8 “Got it” 9 “That was like perfect!” 10 Takes are made using different accents. There is an Indian accent. And an American accent. (The boys are playing with the language too. I note that there is a creativity not just in the process of sketching out the scenes and making the video, but also in the way they work with the language). 10 11 Towards the end of the session when the script has been written, the scenes recorded and the voice-over recorded, they start looking for music for the soundtrack on their phones. 12 4 minutes from the end of the lesson, one of the boys says “I think we have got it. I think it is done!” EXCERPT TWO 13 # 2 are in a group room filming the video blog. “Can I come in?” I ask. Yes, sure they say. 14 They are very concerned about the quality of the film. In highly animated manner, they discuss the script, and evaluate each take with great self-criticism. They talk about whether or not they should include bloopers (“No, let’s not do that” they say “because everyone else is including blooper clips in their blogs”). 15 I note that they have combed their hair and are ‘made up’, two are wearing headbands, in a way that they not normally are. And they look straight into the camera, with broad ‘TV’ smiles. 16 The whole time they are talking in a highly animated, highly excited way. This is not stupid, childish excitement, but serious, I feel, in the sense that they are on edge and animated as if they were being watched by live audience. I leave the room and stand outside. Listening in. They can’t see me. But I can hear them. They carry on in the same highly animated manner. (Note: In excerpt one, reported speech was in English. In excerpt two reported speech was in Swedish) Immersion In the model of embodied engagement in role-playing (Rector–Aranada et al. 2017), immersion involves connecting deeply with the experience of acting out a role or story, and 11 feeling fully part of the action. As can be seen in both excerpts, the students were deeply engaged. The boys used their phones exclusively for the purpose of production (line 1), and were focused on producing the video within the time available ‘“we need to get to a final product”’(line 6); ‘Now they are working intensely’ (line 7). For the girls, each take and subsequent evaluation was carried out in a state of intense, nervous excitement: ‘This is not stupid, childish excitement, but serious’; ‘they are on edge and animated as if they were being watched by live audience’ (line 16). Relatability Relatability involves interest, enjoyment, or enthusiasm for the characters. In a DVP context, it also involves the creation of a narrative. The video that the boys produced included between–character interaction, as well as a narrated storyline. As can be seen in the excerpt, the boys experimented with the various scenes, ascribing different voices to the characters: “Takes are made using different accents” (line 10). The voiceover was recoded in a similar spirit: “using different intonation patterns and in different varieties of English”. The boys were fully engaged in the production process: “laughing and evaluating each new attempt” (line 2). For the girls—themselves the characters in the vlog—great attention was paid to the performance of identity. With time spent on make-up and accessories, here DVP involved a carefully choreographed act of self-projection. Recounting the day’s experiences, and performing in the role of lifestyle vloggers, the girls ‘look straight into the camera, with broad ‘TV’ smiles’ (line 15). Voice and agency Voice and agency involve opportunities to speak, and freedom to act through the characters. In DVP, voice and agency also extend to the creation of narrative. For both groups, engagement with DVP arises through the ways in which the students chose to represent the characters in the video (the boys), and themselves as vloggers (the girls). Choices about 12 representation—having fun with their characters (the boys) and engaging in genre-authentic self-representation (the girls)—generate deep engagement. While the boys ‘[negotiate] about what to do, how the film should be shot, the tone and voice that the lines should be said in, and the facial expressions when they are acting’ (line 7), the girls ‘in highly animated manner’, ‘discuss the script, and evaluate each take with great self-criticism’ (line 14). Mobile devices Together with the understanding of how engagement with DVP involves voice and agency— freedom to act through the characters and to develop an engaging narrative—it is important to recognise the role played by mobile devices. In producing aesthetically appealing products with genre-specific characteristics, smartphones, laptops and simple-to-use editing software not only provide the resources for creative self-expression; they also open up a performative space that facilitates experiences of flexibility and immediacy (Henry et al. 2018). Alongside embodied forms of engagement involved in character portrayal and the development of storylines, the use of handheld devices enables these students to competently manage the ways in which performances are enacted, and to experience autonomy in the creative process. Implications for ELT While DVP is regarded as motivational, there is little reported ELT research exploring this potential, or the ways in which DVP can trigger positive responses from students. In investigating the motivational properties of DVP, and by making use of the construct of ‘student engagement with digital video production’, the study aims to fill an important gap. While the research was carried out in the context of secondary English in Sweden, the findings contribute more widely to practice development. First, through charting the occurrence of digital video in motivational activities in Swedish ELT, the types of DVP associated with positive student responses have been identified. While Sweden is a society high in networked readiness (the exploiting of ICT 13 affordances) and students in Swedish schools may have greater access to digital resources than counterparts in other countries, it is clear that DVP requires neither state-of-the-art devices, nor sophisticated software. Rather, user-friendly, free-to-use programs installed on laptops and smartphones appear to provide adequate resources for generating engagement with DVP. Here, an important insight for ELT practitioners is that technological finesse and digital know-how may be of less importance than skills in activity design, and an ability to structure activities in ways that enable students to work within familiar genres using commonplace tools. Second, it is clear from the manner in which technology is used, and the ways in which engagement is shaped, that DVP not only provides scope for creativity and selfexpression, but also for voice and agency. While in a Swedish context such affordances may be generally positive, this may not be true for other contexts of ELT. For all teachers, but especially those working in settings where students have less experience of project work, it can be important to ensure that working practices and learning outcomes are explicitly formulated and carefully discussed. The third contribution made by the study is in highlighting the construct of student engagement (Dörnyei 2019; Skinner and Pitzer 2012), and its usefulness as a means of conceptualizing and investigating focused energy in activities involving use of digital technologies. With engagement as a lens, it becomes possible to roll back the various influences that might affect students’ learning behaviours in generally positive ways, and to focus more directly on energy that arises through particular forms of participation. Used in exploratory practice (Hanks 2017), the construct of ‘student engagement with digital video production’ provides a means by which teachers can investigate and evaluate activities involving DVP. By exploring how and why students become engaged with the production of 14 digital video, emerging insights can enhance systematic practice development and improve the quality of students’ experiences of technology use in language learning. Future research In this study a model of student engagement in role-playing (Rector–Aranada et al. 2017) has been extended to DVP. Deployment of the dimensions of ‘immersion’, ‘relatability’, and ‘voice and agency’ has enabled an understanding of how interactions with DVP constitute a form of embodied engagement (Gee 2008). Since other types of user generated content commonly form a part of language learning (e.g., podcasting and various types of online media creation), future research into student engagement with expressive resources should focus on characteristics that are specific to particular technologies, that relate to actions within varying participatory genres, and that arise in different contexts of ELT. Acknowledgements The research reported on is part of the Motivational Teaching in Swedish Secondary English (MoTiSSE) project funded by the Swedish Research Council (Vetenskapsrådet) (Grant 2013– 785). I would like to thank all the teachers and students who took part. References Dörnyei, Z. 2019. ‘Towards a better understanding of the L2 Learning Experience, the Cinderella of the L2 Motivational Self System’. Studies in Second Language Learning and Teaching 9/1: 19-30. Gee, J.P. 2008. ‘Video games and embodiment’. Games and Culture 3: 253–263. Henry, A. and M. 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