Authors

  • Dr. Supriya Banerjee
    PhD Comparative Literature Associate Professor Amity University in Tashkent

DOI:

https://doi.org/10.71337/inlibrary.uz.universal-scientific-research.83390

Keywords:

Autonomy Computational linguistics

Abstract

Computational linguistics in English Language learning classroom revolutionizes the way students approach to learner autonomy in the classroom. The   introduction and facilitation of the classroom with AI tools helps in modern English Language learning, fosters self-directed learning, critical thinking, and creativity among language learners through various pedagogical methods used by the teachers of the language. This paper focuses on a segment from the smorgasbord and uses visual verbal pedagogical methods that interface with computational linguistics to explore an experiential learning curve between computational linguistics and learner autonomy. The paper highlights the potential benefits and opportunities for language learning in the classroom and beyond. There are challenges as well, as autonomous learning is about developing a more self-self-engaging and self-paced learning style, therefore sometimes it proves to be hindrance in developing speaking and listening skills if only limited to learner- computer based interface. Therefore, the interjectory role of a teacher as a facilitator and in peer-to-peer learning modes cannot be ruled out completely. Hence, autonomous learning does not in any sense belittle the role of a teacher as a mediator and a facilitator in this article, rather it outlines the ways and methods to use them as better resources for sustainable and enhanced learning processes.   


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Empowering English Language Learners: The Synergy of Computational

Linguistics and Learner Autonomy

Dr. Supriya Banerjee

PhD Comparative Literature

Associate Professor

Amity University in Tashkent

Computational linguistics in English Language learning classroom

revolutionizes the way students approach to learner autonomy in the classroom. The
introduction and facilitation of the classroom with AI tools helps in modern English
Language learning, fosters self-directed learning, critical thinking, and creativity
among language learners through various pedagogical methods used by the teachers of
the language. This paper focuses on a segment from the smorgasbord and uses visual
verbal pedagogical methods that interface with computational linguistics to explore an
experiential learning curve between computational linguistics and learner autonomy.
The paper highlights the potential benefits and opportunities for language learning in
the classroom and beyond. There are challenges as well, as autonomous learning is
about developing a more self-self-engaging and self-paced learning style, therefore
sometimes it proves to be hindrance in developing speaking and listening skills if only
limited to learner- computer based interface. Therefore, the interjectory role of a
teacher as a facilitator and in peer-to-peer learning modes cannot be ruled out
completely. Hence, autonomous learning does not in any sense belittle the role of a
teacher as a mediator and a facilitator in this article, rather it outlines the ways and
methods to use them as better resources for sustainable and enhanced learning
processes.

Key words

– Autonomy, Computational linguistics, Diverse classrooms, Verbal

Visual pedagogy, Multimodal learning

1.INTRODUCTION

The modern classroom is a diverse and dynamic space, that accommodates

students with various learning styles, backgrounds, and preferences in language
acquisition. In this context, educators face an uphill task of catering to student’s
individual needs while fostering autonomy in learning. Students today are inclined
towards blended and flipped classroom models, seeking control over their learning
pace, style and reduced contact hours as they balance work and education both. To meet
these evolving needs, teachers and facilitators must provide a medium that resonates
with students, balancing computer-based learning methods with visual verbal
pedagogy to enhance comprehension and memory. The excessive dependency on


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classroom contact hours and bottom-heavy textual content may prove challenging due
mobility issues, time management and accessibility which may result in shelving,
postponement or complete abandonment of learning.

Backgrounding the issues above, the language facilitator can introduce elements

that may prove novel, engaging and interesting to a generation fed on computer and
video games. Using AI tools like Pixton, Strip Designer, Superhero Comic Book
Maker, Make Belief Comix and Cat kid Comic Clubs emerge as a powerful tool in this
educational landscape, offering a rich tapestry of ideas, images, and expressions that
cater to the visually oriented and multi-modal nature of contemporary learners. In a
world saturated with images and multimedia, comics provide a unique platform for
students to engage with language learning autonomously. By integrating comics into
language education, teachers can tap into the inherent appeal of visual storytelling to
captivate students and facilitate a deeper understanding of linguistic concepts. The
seriality of the medium, the imaginative gaps and elasticity of time as managed in the
verbal visual mediums enables learning autonomously and creatively. The story worlds
transform into unique and distinctive for the learner, and learning becomes effortless
and enjoyable.

For instance, consider a classroom scenario where second language learners (L2)

from diverse cultural backgrounds in a mixed classroom are introduced to canonical
textual elements of a text alongside language learners who are native speakers of the
language(L1). Not only the verbal elements, but the pragmatical usage of the language
becomes difficult to navigate for L2 learners. Therefore, instead of traditional
textbooks, the teacher can introduce the text through a different modality, for instance
a comic book that impacts a classroom through its verbal visual elements. English
comics that feature everyday scenarios, colloquial language, and cultural references.
Using AI platforms like Make Belief Comix helps the students leverage various
scenarios to generate speech bubbles and scenarios to autonomously produce their own
narratives that they freely express and thus use it to produce effective vocabulary and
connected sentence structures. Another example in Pixton that provides a drag and drop
interface that provides a smorgasbord of characters, props and backgrounds that brings
out creativity of students or Strip Designer that allows students to develop their own
photographs as comic strips etc.

II. ACTIVE AND PASSIVE VOCABULARY STIMULATION

.

Comics offer a versatile approach to language learning through AI tools as they

can choose from a variety of tools to engage with comic genres, from single-panel
cartoons to graphic novels, aligning their learning experience with their interests and
preferences. This freedom of choice empowers students to take ownership of their
learning journey, fostering autonomy and self-directed learning. In a flipped classroom
setting, where students engage with content outside of traditional class time, using AI


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tools to generate stories serve as a valuable resource for independent study. Students
can explore such AI tools at their own pace, deciphering language nuances, practicing
vocabulary, and honing their reading and comprehension skills in an interactive and
engaging manner. Therefore, the integration of AI into language learning methods
aligns with the diverse learning styles and preferences of today's students but also
empowers them to take charge of their learning process. By leveraging the visual and
narrative richness of comics, educators can create a dynamic and student-centred
language learning environment that nurtures autonomy, creativity, and critical thinking
among learners in the global classroom of the 21st century.

Visual-Verbal learning proves to be effective tool for promoting student

autonomy in language learning, as the medium is mostly self-directed and self-driven.
From finding AI resources online to control the pace of learning, the learner relies on
self-direction, with the teacher's role as a facilitator. The serial nature of comics, with
their panels, frames, and gutter spaces, encourages learners to take control of their
reading pace and interpretation, developing their understanding of narrative structure,
character development, and story world in a personalized manner (Chun, 2009). The
visual-verbal language of comics enhances cognition and affect in language learners,
moving away from rote learning and promoting innovative ways of understanding. The
breakdown of images and words into multiple meanings and interpretations cultivates
critical and creative thinking skills, as learners are instinctively pushed towards a
'Socratic Method' of analysis and understanding. This methodology is particularly
effective in language learning calibration, as it encourages learners to engage actively
with the material and develop their own understanding of the narrative (Cary, 2004).

For instance, if we consider Bloom’s Taxonomy and apply it to learner autonomy

and comic studies, we find that it provides a framework for classifying learning
objectives and can be used to design activities that promote higher order thinking skills.
The use of comics in language learning aligns well with Bloom's Taxonomy, as it
allows for the development of various cognitive skills. At the lower levels of the
taxonomy, learners can engage in activities that promote knowledge and
comprehension, such as:

- Listing and describing characters in a comic
- Defining intriguing words learned from the comic
- Describing the major events in the story
As learners progress to higher levels of the taxonomy, they can engage in

activities that promote application, analysis, and evaluation, such as:

- Comparing the setting of the comic to their own environment
- Analysing cause-and-effect relationships in the story
- Evaluating the ending of the comic and providing reasons for their opinion


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The creation of digital comics can be a powerful tool for promoting synthesis, as

learners take ownership of their learning by creating their own narratives and
developing their language skills through the process of storytelling and visual
representation. By incorporating Bloom's Taxonomy into the design of comic-based
activities, educators can create a learning environment that fosters learner autonomy
and promotes the development of critical thinking skills. The taxonomy provides a
structure for setting clear objectives and guiding classroom teaching and learning,
helping to develop higher order thinking among teachers and students.

Beyond the Socio-Cultural Significance of Using AI and Verbal Visual Learning
Beyond the classroom, the cultural significance of comics extends to paratextual

spaces, including popular merchandise like T-shirts, posters, coffee mugs, and masks.
These items are important relics of an image-saturated popular culture that thrives in a
borderless global world. The global popularity of comics, such as Manga from Japan
or Manhua from China, transcends geographical boundaries and can be leveraged to
facilitate contextual recognition and reproduction in language learning (Brenner,
2007).

From an equal opportunity and gender neutrality perspective, the proliferation

of comics-related merchandise presents both opportunities and challenges. On one
hand, the widespread availability of these items can be seen as a form of
democratization, allowing fans of all genders to engage with and express their love for
the medium. However, it is crucial to examine the ways in which these products are
designed, marketed, and consumed, as they may perpetuate gender stereotypes or
objectify female characters. Hence it can both be used as democratic and subversive
spaces in a classroom. For instance, girls or boys may prefer to wear merchandise that
particularly stimulates a particular stereotype that they associate with a particular
gender and relate it to a presentation or classroom realies to express their language
skills, however it might hurt certain sensibilities and may not be the exact viable option
every time.

Hilary Chute, a prominent scholar in the field of comics studies, emphasizes the

importance of considering the intersections of gender, race, and sexuality in the
analysis of comics and their paratextual elements. She argues that a feminist approach
to comics should not only highlight the contributions of female creators but also
critically examine the ways in which gender is represented and negotiated within the
medium. Roland Barthes' concept of the "death of the author" is also relevant in this
context, as it challenges the notion of a single, authoritative interpretation of a text.
When applied to comics merchandise, this idea suggests that the meaning of these items
is not solely determined by their creators but is also shaped by the ways in which they
are interpreted and appropriated by fans and consumers. The expression in the medium
is a great stimulator for students of mostly all age groups and allows for creativity and


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self-expression in a classroom. It is also a source of confidence and ways that students
can speak and understand the language through their own choice and pace of learning.
The diverse range of paratextual elements associated with comics, including
merchandise and cultural artifacts, plays a crucial role in shaping the perception and
consumption of comics on a global scale. These items not only reflect the popularity
and influence of comics but also serve as tangible manifestations of the cultural impact
of the medium. By engaging with comics-related merchandise, individuals can
immerse themselves in the visual and narrative worlds created by comics, fostering a
deeper appreciation for the art form and its cultural significance.

In essence, the cultural significance of comics merchandise serves as a gateway

to exploring the rich tapestry of stories and visual narratives embedded in comics from
around the world. By incorporating these paratextual elements into language learning
contexts, educators can create immersive and engaging experiences that not only
promote language acquisition but also foster cross-cultural understanding and
appreciation for the diverse artistic traditions represented in comics.

Despite their potential, comics have historically been dismissed as children's

literature and have not been given due recognition in academic research and enquiry.
However, it is essential to focus on students' autonomy as a vital segment of learning
and understanding in the classroom. By embracing comics as a legitimate tool for
language learning, educators can tap into their unique strengths and create an
environment that promotes learner autonomy, critical thinking, and creativity.

III.DIGITAL COMICS AND LEARNER AUTONOMY

The use of digital comics offers a range of opportunities for learner autonomy.

With the ability to access digital comics online, learners can take control of their
learning pace, selecting resources that align with their interests and learning style. The
interactive nature of digital comics, with features like animations and hotspots, can
further enhance learner engagement and autonomy (Monnin, 2010).

Moreover, the creation of digital comics can be a powerful tool for promoting

learner autonomy. By giving learners, the opportunity to create their own comics,
educators can encourage them to take ownership of their learning, developing their


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language skills through the process of storytelling and visual representation. This
approach can be particularly effective in language learning, as it allows learners to
engage with the material in a more active and creative way (Versaci, 2001).

In understanding the study of digital comics and fostering learner autonomy, the

deconstructionist perspective of Jacques Derrida offers a unique lens through which to
analyze the dynamics at play. Derrida's deconstructive approach challenges traditional
notions of language, text, and meaning, emphasizing the inherent complexities and
ambiguities within linguistic structures.

When applied to the creation of digital comics as a tool for promoting learner

autonomy, Derrida's deconstruction can unravel the layers of meaning embedded in the
process. By giving learners, the opportunity to create their own comics, educators are
not only encouraging active participation but also inviting a deconstructive analysis of
the narrative and visual elements involved. Derrida's emphasis on the play of presence
and absence, as well as the interplay between speech and writing, can be reflected in
the process of crafting digital comics. Learners engaging in the creation of comics are
prompted to navigate the complexities of visual storytelling, textual representation, and
the fusion of image and language. This process inherently involves a deconstruction of
traditional boundaries between text and image, inviting learners to explore the fluidity
and multiplicity of meanings within their creations.

Moreover, Derrida's concept of "

différance

," which highlights the deferral and

difference inherent in language, can be applied to the act of creating digital comics. As
learners construct narratives through a combination of visual and textual elements, they
are engaging in a process that defers fixed meanings and invites multiple
interpretations. This fluidity and openness to interpretation align with the principles of
deconstruction, encouraging learners to question, challenge, and reconstruct their
understanding of language and visual representation. The act of creating digital comics
becomes not only a means of expression but also a pathway to deconstructing and
reconstructing meaning, empowering learners to take ownership of their learning
journey in a dynamic and transformative way.

IV.CONCLUSION

The interface between comic studies and learner autonomy is a critical area of

research that has the potential to transform language learning in the classroom. By
leveraging the unique strengths of comics, educators can create an environment that
promotes learner autonomy, critical thinking, and creativity. As the use of digital
comics continues to grow, it is essential to recognize the opportunities they offer for
learner autonomy and to develop methodologies that harness their full potential. This
article highlights the need for further research and exploration in this field, with the
aim of enhancing language learning outcomes and fostering autonomous learning
among students.


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REFERENCES:

[1].Barthes, Roland. “ The Death of the Author” Aspen , no 5-6, 1967,pp 3-10.
[2].Brenner, R. (2007). Understanding manga and anime. Libraries Unlimited.
[3].Cary, S. (2004). Going Graphic: Comics at Work in the Multilingual

Classroom. Portsmouth, NH: Heinemann.

[4].Chun, C. W. (2009). Critical literacies and graphic novels for English-

language learners: Teaching Maus. Journal of Adolescent & Adult Literacy, 53(2), 144-
153.

[5].Chute, Hillary L. Graphic Women: Life Narrative and Contemporary

Comics, Columbia University Press, 2010.

[6].Davis, R. (1997). Comics: A Multi-dimensional Teaching Aid in Integrated-

skills Classes.

[7].Derrick, J. (2008). Using Comics with ESL/EFL Students. The Internet TESL

Journal, 11(7).

[8].D’Hautcourt, A. (2008). Un nouvel outil pour l’apprentissage de la lecture

du français: les blogs BD. Journal of Inquiry and Research, 87 (march 2008); Kansai
Gaidai University, Hirakata, Japan.

[9].Mollica, A. (1976). Cartoons in the Language Classroom. Canadian Modern

Language Review, 32(4), 424-444.

[10].Monnin, K. (2010). Teaching graphic novels: Practical strategies for the

secondary ELA classroom. Maupin House Publishing, Inc.

[11].Versaci, R. (2001). How comic books can change the way our students see

literature: One teacher's perspective. The English Journal, 91(2), 61-67.

[12].Bowkett, S. (2011). Using comic art to improve speaking, reading and

writing. Florence, KY: Routledge, Taylor & Francis.

References

.Barthes, Roland. “ The Death of the Author” Aspen , no 5-6, 1967,pp 3-10.

.Brenner, R. (2007). Understanding manga and anime. Libraries Unlimited.

.Cary, S. (2004). Going Graphic: Comics at Work in the Multilingual Classroom. Portsmouth, NH: Heinemann.

.Chun, C. W. (2009). Critical literacies and graphic novels for English-language learners: Teaching Maus. Journal of Adolescent & Adult Literacy, 53(2), 144-153.

.Chute, Hillary L. Graphic Women: Life Narrative and Contemporary Comics, Columbia University Press, 2010.

.Davis, R. (1997). Comics: A Multi-dimensional Teaching Aid in Integrated-skills Classes.

.Derrick, J. (2008). Using Comics with ESL/EFL Students. The Internet TESL Journal, 11(7).

.D’Hautcourt, A. (2008). Un nouvel outil pour l’apprentissage de la lecture du français: les blogs BD. Journal of Inquiry and Research, 87 (march 2008); Kansai Gaidai University, Hirakata, Japan.

.Mollica, A. (1976). Cartoons in the Language Classroom. Canadian Modern Language Review, 32(4), 424-444.

.Monnin, K. (2010). Teaching graphic novels: Practical strategies for the secondary ELA classroom. Maupin House Publishing, Inc.

.Versaci, R. (2001). How comic books can change the way our students see literature: One teacher's perspective. The English Journal, 91(2), 61-67.

.Bowkett, S. (2011). Using comic art to improve speaking, reading and writing. Florence, KY: Routledge, Taylor & Francis.