Virtual world language learning: Difference between revisions

Content deleted Content added
Rescuing 1 sources and tagging 0 as dead.) #IABot (v2.0.9.5
 
(629 intermediate revisions by more than 100 users not shown)
Line 1:
{{promotional|date=May 2011}}
Language learning is the most widespread type of education in virtual worlds<ref>{{cite news |first= |last= |title=8D Taps Language Learners, Bots, Microtransactions |url=http://www.virtualworldsnews.com/2009/05/out-of-stealth-8d-taps-language-learners-bots-microtransactions.html |work= Virtual World News |date=[[2009-05-29]] |accessdate = 2009-06-22 }}</ref>, with many universities, mainstream language institutes and private language schools using 3D virtual environments to support language learning.
{{Use dmy dates|date=September 2020}}
 
[[Virtual world]]s are playing an increasingly important role in education, especially in [[language learning]]. By March 2007 it was estimated that over 200 universities or academic institutions were involved in [[Second Life]] (Cooke-Plagwitz, p.&nbsp;548).<ref>Cooke-Plagwitz, Jessamine (2008) "New Directions in CALL: An Objective Introduction to Second Life", ''CALICO Journal'' 25, 3: https://www.calico.org/memberBrowse.php?action=article&id=716</ref> Joe Miller, Linden Lab Vice President of Platform and Technology Development, claimed in 2009 that "Language learning is the most common education-based activity in Second Life".<ref>Team Engage, "8D taps language learners, bots, microtransactions", ''EngageDigital'', 20 May 2009: http://www.engagedigital.com/2009/05/29/out-of-stealth-8d-taps-language-learners-bots-microtransactions/</ref> Many mainstream language institutes and private language schools are now using 3D [[virtual environment]]s to support language learning.
 
==History==
[[Virtual worlds]] date back to the adventure games and simulations of the 1970s, for example [[Colossal Cave Adventure]], a text-only simulation in which the user communicated with the computer by typing commands at the keyboard. These early adventure games and simulations led to [[MUDs]] (Multi-user domains) and [[MOOs]] (Multi-user domains object-oriented), which language teachers were able to exploit for teaching foreign languages and intercultural understanding (Shield 2003).<ref>Shield L. (2003) "MOO as a language learning tool". In Felix U. (ed.) ''Language learning online: towards best practice'', Lisse: Swets & Zeitlinger.</ref>
2005 saw the first large-scale language school [http://www.languagelab.com Languagelab.com] to open its doors in a [[virtual world]]<ref>{{cite news |first=Michael |last=Erard |title=A Boon to Second Life Language Schools: New Technology will Allow High-Quality Audio in a Virtual World |url=http://www.technologyreview.com/Infotech/18510/page1/?a=f |work= Technology Review |date=[[2007-04-10]] |accessdate = 2009-06-22 }}</ref>, projects to use virtual worlds such as Active Worlds had already preceded it.<ref>{{cite news |first=Charlie |last=Williams |title=Babel-M: A Virtual Environment for the Promotion of Language Learning |url=http://www.parapal-online.co.uk/prof/atmosphere_design.html |work=Parapal Online |date=[[2003-06-23]] |accessdate = 2009-06-22 }}</ref>
 
Three-dimensional virtual worlds such as ''Traveler'' and [[Active Worlds]], both of which appeared in the 1990s, were the next important development. ''Traveler'' included the possibility of audio communication (but not text chat) between avatars represented as disembodied heads in a three-dimensional abstract landscape. Svensson (2003) describes the Virtual Wedding Project, in which advanced students of English made use of ''Active Worlds'' as an arena for constructivist learning.<ref>Svensson P. (2003) "Virtual worlds as arenas for language learning". In Felix U. (ed.) ''Language learning online: towards best practice'', Lisse: Swets & Zeitlinger.</ref> The [[Adobe Atmosphere]] software platform was also used to promote language learning in the Babel-M project (Williams & Weetman 2003).<ref>Williams C. & Weetman C. (2003) Babel-M: A virtual environment for the promotion of language learning, [http://www.parapal-online.co.uk/prof/atmosphere_design.html ''Paragraph PAL''], 23 June 2003.</ref>
Many universities (such as [[Monash University]]) and mainstream language institutes (such as [[British Council]], [[Confucius Institute]], [[Instituto Cervantes]] and [[Goethe Institut]]) have islands in [[Second Life]] specifically for language learning.
 
The 3D world of [[Second Life]] was launched in 2003. Initially perceived as another [[role-playing game]] (RPG), it began to attract the attention of language teachers. 2005 saw the first large-scale language school, [[Languagelab.com]], open its doors in Second Life. By 2007, Languagelab.com's custom [[VoIP]] (audio communication) solution was integrated with Second Life. Prior to that, teachers and students used separate applications for voice chat.<ref name="auto">Erard M. (2007) "A Boon to Second Life Language Schools: New Technology will Allow High-Quality Audio in a Virtual World", ''Technology Review'', 10 April 2007: http://www.technologyreview.com/Infotech/18510/page1/</ref>
Professional and research organizations, such as [[EUROCALL]] and [[CALICO (consortium)| CALICO]] also support virtual world language learning through their activities in Second Life.<ref>{{cite news |first=Graham |last=Davies |title=Joint CALICO/EUROCALL Virtual Worlds SIG |url=http://www.eurocall-languages.org/news/items/vwsig.html |work=EUROCALL |date=2009-04-27 |accessdate = 2009-07-05 }}</ref>
 
Many universities, such as Monash University,<ref>Monash University: http://www.monash.edu.au/international/dvc/virtualworlds/monashsecondlife.html</ref> and language institutes, such as [[British Council|The British Council]], [[Confucius Institute]], [[Instituto Cervantes]] and the Goethe-Institut,<ref>Goethe-Institut: http://www.goethe.de/frm/sec/enindex.htm</ref> have islands in Second Life specifically for language learning. Many professional and research organisations support virtual world language learning through their activities in Second Life. [[EUROCALL]] and [[CALICO (consortium)|CALICO]], two leading professional associations that promote language learning with the aid of new technologies, maintain a joint Virtual Worlds Special Interest Group (VW SIG) and a headquarters in Second Life.<ref>EUROCALL/CALICO Virtual Worlds SIG: http://virtualworldssig.ning.com</ref>
As 3D virtual worlds become more complex in the future, they will offer different opportunities for language education. Already, [[Augmented Reality]] offers a merging of virtual worlds, real life and [[mobile learning]] and it is being explored by language educators as a future path for virtual world language education. <ref>{{cite news |last=LingualGamers |title=Augmented Reality Games |url=http://www.lingualgamers.com/thesis/augmented_reality_games.html |work=Language Learning with New Media and Video Games |date=[[2007-10-09]] |accessdate = 2009-06-22}}</ref>
 
Recent examples of creating sims in virtual worlds specifically for language education include VIRTLANTIS, which has been a free resource for language learners and teachers and an active community of practice since 2006,<ref>VIRTLANTIS: Free Virtual World Language Learning - Come speak with the world!: http://www.virtlantis.com</ref> the EU-funded NIFLAR project,<ref>Networked Interaction in Foreign Language Acquisition and Research (NIFLAR): http://niflar.ning.com {{Webarchive|url=https://web.archive.org/web/20100930093225/http://niflar.ning.com/ |date=30 September 2010 }}</ref> the EU-funded AVALON project,<ref>Access to Virtual and Action Learning live ONline (AVALON): http://avalon-project.ning.com/</ref> and the EduNation Islands, which have been set up as a community of educators aiming to provide information about and facilities for language learning and teaching.<ref name="auto1">EduNation Islands wiki: http://edunation-islands.wikispaces.com/</ref> NIFLAR is implemented both in Second Life and in [[OpenSimulator|OpenSim]].<ref name="auto2">NIFLAR (Networked Interaction in Foreign Language Acquisition and Research): http://niflar.ning.com/ {{Webarchive|url=https://web.archive.org/web/20100930093225/http://niflar.ning.com/ |date=30 September 2010 }}</ref> Numerous other examples are described by Molka-Danielsen & Deutschmann (2009),<ref>Molka-Danielsen J. & Deutschmann M. (eds.) (2009) ''Learning and teaching in the virtual world of Second Life'', Tapir Academic Press, Trondheim, Norway.</ref> and Walker, Davies & Hewer (2012).<ref>Walker R., Davies G. & Hewer S. (2012) Introduction to the Internet. Section 14.2.1 (Second Life) of Module 1.5 in Davies G. (ed.) ''Information and Communications Technology for Language Teachers (ICT4LT)'', Slough, Thames Valley University [Online]: http://www.ict4lt.org/en/en_mod1-5.htm#secondlife</ref>
==Virtual Worlds and 3D Online Environments==
Both 3D virtual worlds (such as Second Life) and 3D virtual environments (such as [[Google Lively]] or [[Hangout.net]]) can be used for 3D online language learning. Almost all such language learning projects make use of general virtual worlds that are intended for [[social networking]] (rather than for [[language education]]). However, there are more recent examples of creating virtual worlds specifically for language education.
 
Since 2007 a series of conferences known as SLanguages have taken place, bringing together practitioners and researchers in the field of language education in Second Life for a 24-hour event to celebrate languages and cultures within the 3D virtual world.<ref>{{cite web|url=http://www.slanguages.net/home.php|title=slanguages.net}}</ref>
Since 2005 Second Life has been the main focus of language education using virtual worlds. This has been largely due to the flexibility offered by Second Life, especially with the opportunity to own land and build educational environments in-world. However, other virtual worlds and 3D online spaces have been used as language learning tools. [[Twinity]] replicates the real life city of Berlin (other cities such as Singapore and London to follow) and offers language learners virtual locations with specific languages being spoken. Some islands in Second Life also have language or culture specific communities that may allow language learners easy ways to practice a foreign language. <ref>{{cite news |first=Coleen Dee |last=Berry |title=Virtual reality and high-tech simulations breathe second life into language classes |url=http://news.rutgers.edu/focus/issue.2009-04-06.1814922901/article.2009-04-07.1692917645 |work=Focus, Rutgers University |date=[[2009-04-08]] |accessdate = 2009-06-22}}</ref> [[There.com]] also offers language learning opportunities<ref>{{cite news |first=Nick |last=Peachey |title=Looking at There.com |url=http://nikpeachey.blogspot.com/2007/10/looking-at-therecom.html |work=Nik's Learning Technology Blog |date=[[2007-10-09]] |accessdate = 2009-06-22}}</ref>
 
With the decline of second life due to increasing support for open source platforms<ref>Karlov, Maria (2012) "OpenSim gains record-breaking 2,177 regions", http://www.hypergridbusiness.com/2012/09/opensim-gains-record-breaking-2177-regions/</ref> many independent language learning grids such as English Grid<ref>{{cite web|url=http://englishgrid.com|title=keating.me Secure Email}}</ref> and Chatterdale<ref>Trombly, Anastasiahave (2012): http://www.hypergridbusiness.com/2012/05/virtual-worlds-offer-variety-less-stress-for-language-learners/</ref> have emerged.
Browser-based 3D environments such as [[ExitReality]] offer 3D spaces for social learning or, in the case of [[Google Street View]] and [[Google Earth]]<ref>{{cite news |last=Language Resource Center at UNC Charlotte |title=Google Earth Activities for Foreign Language Classes |url=http://video.google.com/googleplayer.swf?docid=2496396767023982994&hl=en&fs=true |work=Presentation at Instructional Technology Showcase |date=[[2007-10-11]] |accessdate = 2009-06-22}}</ref> immersive learning.
There are virtual worlds, such as Zon and Wiz World that have been specifically designed for language learning and may be considered to be SIEs (Synthetic Immersive Environments).
 
==Approaches to language education in virtual worlds==
==Pedagogies and Activities in Virtual Worlds==
Almost all virtual world educational projects envisage a [[blended learning]] approach whereby the language learners are exposed to a 3D virtual environment for a specific activity or time period. Such approaches may combine the use of virtual worlds with other online and offline tools, such as 2D virtual learning environments (e.g. [[Moodle]]) or physical classrooms. SLOODLE. for example, is an open-source project which integrates the multi-user virtual environments of Second Life and/or [[OpenSimulator|OpenSim]] with the Moodle learning-management system.<ref>SLOODLE is a free and open source project which integrates the multi-user virtual environments of Second Life and/or OpenSim with the Moodle learning-management system: http://www.sloodle.org/moodle/ {{Webarchive|url=https://web.archive.org/web/20150426073659/https://www.sloodle.org/moodle/ |date=26 April 2015 }}</ref> Some language schools offer a complete language learning environment through a virtual world, e.g. [[Languagelab.com]] and [http://www.avatarlanguages.com/home.php Avatar Languages].
As virtual worlds offer social and immersive experiences, the main pedagogical focuses have been with constructivist educational approaches. Task-based language learning has been commonly applied to virtual world language education.<ref>{{cite news |first=R |last=O’Dowd |title=Online Intercultural Exchange: An Introduction for Foreign Language Teachers |url=http://eltj.oxfordjournals.org/cgi/pdf_extract/63/1/81 |work=Multilingual Matters |date=[[2007]]}}</ref> Dogme methods that draw on the ability to stimulate conversation and communication for language emergence have also been used to guide language learning activities.
 
Virtual worlds such as Second Life are used for the [[immersion (virtual reality)|immersive]],<ref>{{cite news |first=Douglas |last=Canfield |title=Using Immersive Learning Environments in Foreign Language Classes: Second Life |url=https://www.calico.org/p-398-%20..html |work= Paper presented at CALICO 2008 |access-date = 2011-05-07}}</ref> collaborative<ref>{{cite news |first=Jessamine |last=Cooke-Plagwitz |title=Conversing in the Metaverse: Language Teaching and Learning in Second Life |url=https://www.calico.org/p-398-%20..html |work= Paper presented at CALICO 2008 |access-date = 2011-05-07 }}</ref> and task-based, game-like<ref>{{cite news |first=James |last=Chan |title=Developing a Meaning-focused and Task-based Virtual Learning Reality |url=https://www.calico.org/p-398-%20..html |work= Paper presented at CALICO 2008 |access-date = 2011-05-07}}</ref> opportunities they offer language learners. As such, virtual world language learning can be considered to offer distinct (although combinable) learning experiences.
* '''Immersive''': Immersive experiences draw on the ability to be surrounded by a certain (real or fictitious) environment that can stimulate language learning.<ref>Jeffery A. & Collins, M. (2008). Immersive Learning and Role Plays in Second Life. In K. McFerrin et al. (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference 2008 (pp. 2628–2632). Chesapeake, VA: AACE: Retrieved from http://www.editlib.org/p/27616, 2011-05-07.</ref>
* '''Social''': Almost all 3D virtual spaces are inherently social environments where language learners can meet others, either to informally practice a language or to participate in more formal classes.<ref>{{cite news |first=Laurence |last=Johnson|title=Virtual Worlds: Inherently Immersive, Highly Social Learning Spaces |url=http://immersiveeducation.org/library/Immersive_Learning-Johnson_and_Levine.pdf |work=The Immersive Education Initiative |access-date = 2011-05-07}}</ref>
* '''Creative''': A less-developed approach to language learning in virtual worlds is that of constructing objects as part of a language learning activity.<ref>{{cite news |first=Gavin |last=Dudeney |title=A Coffee with Gavin Dudeney |url=https://www.youtube.com/watch?v=RLpb7f06LmI |archive-url=https://ghostarchive.org/varchive/youtube/20211220/RLpb7f06LmI |archive-date=2021-12-20 |url-status=live|work= Recording of live event at EduNation in Second Life |access-date = 2011-05-07}}{{cbignore}}</ref> There is currently little documentation of such activities.
 
===Six learnings framework===
The "Six learnings framework" is a pedagogical outline developed for virtual world education in general. It sets out six possible ways to view an educational activity.<ref>Lim K. (2009) "Pedagogy, Education and Innovation in 3-D Virtual Worlds", '' Journal of Virtual Worlds Research 2,1'': http://journals.tdl.org/jvwr/article/view/424/466</ref>
* '''Exploring''': learners explore a virtual world's locations and communities as fieldwork for class.
* '''Collaborating''': learners work together within a virtual world on collaborative tasks.
* '''Being''': learners explore themselves and their identity through their presence in a virtual world, such as through role-play.
* '''Building''': learners construct objects within a virtual world.
* '''Championing''': learners promote real life causes through activities and presentations in a virtual world.
* '''Expressing''': learners represent activities within a virtual world to the outside world, through blogs, podcasts, presentations and videos.
 
===Learning in 3D worlds===
* ''The 7 Sensibilities of Virtual Worlds for Learning'' presentation by Karl Kapp and Tony O'Driscoll illustrates how a 3D environment makes learning fundamentally different.<ref>Kapp, Karl & O'Driscoll, Tony (2010) ''The 7 Sensibilities of Virtual Worlds for Learning'', Webinar presentation: https://www.youtube.com/watch?v=M3amL-BXZRk</ref>
* The ''3D Virtual Worlds Learning Archetypes'' presentation by Karl Kapp and Tony O'Driscoll describes 14 archetypes of how people learn in virtual worlds.<ref>Kapp, Karl & O'Driscoll, Tony (2010) ''14 archetypes of how people learn in virtual worlds'', Webinar presentation: https://www.youtube.com/watch?v=eNjV8Fvre4U</ref>
 
===Constructivist approaches===
3D virtual worlds are often used for [[Constructivism_Constructivism (learning_theorylearning theory)|constructivist]] learning because of the opportunities for learners to explore, collaborate and be immersed within an environment of their choice. Some virtual worlds allow users to build objects and to change the appearance of their avatar and of their surroundings. <ref>{{cite news |first=Tuncer |last=Can |title=Learning and Teaching Languages Online: a Constructivist Approach |url=http://www.novitasroyal.org/Vol_3_1/can.pdf |work=[[Novitas-ROYAL]] |date=[[April 2009-04]] |accessdateaccess-date = 20092011-0605-22 07}}</ref>. Constructivist approaches such as [[#Task-based language learning|task-based language learning]] and [[#Dogme language teaching|Dogme]] are applied to virtual world language learning because of the scope for learners to socially co-construct knowledge, in spheres of particular relevance to the learner.
 
===Task-based language learning===
[[Task-based language learning]] (TBLTBLL) has been commonly applied to virtual world language education. Task-based language learning focuses on the use of authentic language and encourages students to do real life tasks using the language being learned.<ref>Nunan D. (2004) ''Task-based language teaching'', Cambridge: Cambridge University Press.</ref> Tasks can be highly transactional, where the student is carrying out everyday tasks such as visiting the doctor at the Chinese islandIsland of Monash University (in Second Life). Incidental knowledge (about the medical system in China) and cultural information can also be gained throughat suchthe immersivesame TBLtime.<ref>Chinese Island Otheris tasksan mayinitiative focusby onthe moreChinese interactionalStudies languageProgram at Monash University in Melbourne, suchAustralia asdesigned onesto thatcomplement involvetraditional moreclassroom-based sociallearning activitieswith orcontext-based, interviewshands withinon alearning in the virtual world.environment of Second Life: http://www.virtualhanyu.com/</ref>
 
Other tasks may focus on more interactional language, such as those that involve more social activities or interviews within a virtual world.
 
===Dogme language teaching===
The term [[Dogme_language_teaching#Dogme.2C_Technology_and_Web_2.0|Dogme 2.0language teaching]] refersis toan theapproach applicationthat ofis [[Dogme_language_teaching|Dogme]]essentially principlescommunicative, tofocusing teachingmainly andon learningconversation languagesbetween withlearners weband 2.0teacher tools,rather includingthan virtualconventional worldstextbooks. Although Dogme hasis beenperceived presentedby some teachers as especiallybeing anti-technology, it nevertheless appears to be particularly relevant to virtual world language learning because of the social, immersive and creative experiences offered by virtual worlds. and Thesethe experiencesopportunities they offer opportunities for theauthentic languagecommunication learningand to focus on what is relevant to thea learner-centred and to stimulate language learning through conversations (either within or outside of the virtual world)approach. <ref>{{cite news |first=Howard |last=Vickers |title=Dogme 2.0: What “Teaching"Teaching 2.0”0" Can Learn from Dogme ELT |url=http://www.avatarlanguages.com/blog/dogme-elt-web20-dogme20 |work= Avatar Languages Blog |date=[[2009-03-15]] |accessdateaccess-date = 2009-06-22 }}</ref>
 
===Six Learnings FrameworkWebQuests===
Virtual world WebQuests (also referred to as SurReal Quests<ref>{{cite news |first=Howard |last=Vickers |title=SurReal Quests: Enriched, purposeful language learning in Second Life |url=http://kt.flexiblelearning.net.au/tkt2007/edition-15/surreal-quests-enriched-purposeful-language-learning-in-second-life |work=The Knowledge Tree |date=2007-10-15 |access-date=2009-06-22 |archive-url=https://archive.today/20120605045109/http://kt.flexiblelearning.net.au/tkt2007/edition-15/surreal-quests-enriched-purposeful-language-learning-in-second-life/ |archive-date=5 June 2012 |url-status=dead}}</ref>) combine the concept of 2D WebQuests with the immersive and social experiences of 3D virtual worlds. Learners develop texts, audios or podcasts based on their research, part of which is within a virtual world.
The “Six Learnings Framework” is a pedagogical outline developed for virtual world education in general. It sets out 6 possible ways to view an educational activity. <ref>{{cite news |first=Kenneth |last=Lim |title=Pedagogy, Education and Innovation in 3-D Virtual Worlds |url=http://journals.tdl.org/jvwr/article/view/424/466 |work= Journal of Virtual Worlds Research |date=[[2009-04]] |accessdate = 2009-06-22 }}</ref>
 
===Language villages===
* '''Exploring''': learners explore a virtual world’s locations and communities as fieldwork for class.
The concept of real-life [[English village|language villages]] has been replicated within virtual worlds to create a language immersion environment for language learners in their own country.<ref>{{cite news |first=Ton |last=Koenraad |title=How can 3D Virtual Worlds contribute to language education? |url=https://www.scribd.com/doc/71947093/worldcallpdf-2 |work= Paper presented at WorldCALL 2008 |access-date = 2011-11-08 }}</ref> The Dutch Digitale School has built two virtual language villages, Chatterdale (English) and Parolay (French), for secondary education students on the OpenSim grid.<ref>3DLES (3D Learning Experience Services): http://www.3dles.com/en/projects.html</ref>
* '''Collaborating''': learners work together within a virtual world on collaborative tasks.
* '''Being''': learners explore themselves and their identity through their presence in a virtual world, such as through role play.
* '''Building''': learners construct objects within a virtual world.
* '''Championing''': learners promote real life causes through activities and presentations in a virtual world.
* '''Expressing''': learners represent activities within a virtual world to the outside world, through blogs, podcasts, presentations and videos.
 
==Approaches to Language Education in =Virtual Worldsclassrooms===
Hundsberger (2009, p.&nbsp;18)<ref>Hundsberger S. (2009) ''Foreign language learning in Second Life and the implications for resource provision in academic libraries'', Arcadia Fellowship Programme, Cambridge University Library: http://arcadiaproject.lib.cam.ac.uk/docs/second_life.pdf</ref> defines a virtual classroom thus:
Almost all virtual world educational projects envisage a blended learning approach whereby the language learners are exposed to a 3D virtual environment for a specific activity or time period. Such approaches combine the use of virtual worlds with other online and offline tools, such as 2D virtual learning environments (eg Moodle) or physical classrooms. Other virtual world based language learning is intended to offer a complete language learning environment through a virtual world.
 
"A virtual classroom in SL sets itself apart from other virtual classrooms in that an ordinary classroom is the place to learn a language whereas the SL virtual classroom is the place to practise a language. The connection to the outside world from a language lab is a 2D connection, but increasingly people enjoy rich and dynamic 3D environments such as SL as can be concluded from the high number of UK universities active in SL."
Virtual worlds such as Second Life are used for the immersive, <ref>{{cite news |first=Douglas |last=Canfield |title=Using Immersive Learning Environments in Foreign Language Classes: Second Life |url=https://www.calico.org/p-398-%20..html |work= Paper presented at CALICO 2008 |date=[[2008-03-20]] |accessdate = 2009-06-22 }}</ref> collaborative <ref>{{cite news |first=Jessamine |last=Cooke-Plagwitz |title=Conversing in the Metaverse: Language Teaching and Learning in Second Life |url=https://www.calico.org/p-398-%20..html |work= Paper presented at CALICO 2008 |date=[[2008-03-20]] |accessdate = 2009-06-22 }}</ref> and game-like <ref>{{cite news |first=James |last=Chan |title=Developing a Meaning-focused and Task-based Virtual Learning Reality |url=https://www.calico.org/p-398-%20..html |work= Paper presented at CALICO 2008 |date=[[2008-03-20]] |accessdate = 2009-06-22 }}</ref> opportunities they offer language learners. As such, virtual world language learning can be considered to offer distinct (although combinable) learning experiences
 
To what extent a virtual classroom should offer only language practice rather than teaching a language as in a real-life classroom is a matter for debate. Hundsberger's view (p.&nbsp;18) is that "[...] SL classrooms are not viewed as a replacement for real life classrooms. SL classrooms are an additional tool to be used by the teacher/learner."
* '''Immersive''': Immersive experiences draw on the ability to be surrounded by a certain (real or fictitious) environment that can stimulate language learning.<ref>{{cite news |first=A |last= Jeffery |title=Immersive Learning and Role Plays in Second Life |url= http://www.editlib.org/?fuseaction=Reader.NoAccess&paper_id=27616&CFID=11235801&CFTOKEN=55305587 |work= Proceedings of Society for Information Technology and Teacher Education International Conference 2008 |date=[[2008]] |accessdate = 2009-06-22 }}</ref>
* '''Social''': Almost all 3D virtual spaces are inherently social environments where language learners can meet others, either to informally practice a language or to participate in more formal classes. .<ref>{{cite news |first=Laurence |last=Johnson|title=Virtual Worlds: Inherently Immersive, Highly Social Learning Spaces |url=http://immersiveeducation.org/library/Immersive_Learning-Johnson_and_Levine.pdf |work=The Immersive Education Initiative |date=[[2007-04-18]] |accessdate = 2009-06-22 }}</ref>
* '''Creative''': A lesser-developed approach to language learning in virtual worlds is that of constructing objects as part of a language learning activity.<ref>{{cite news |first=Gavin |last=Dudeney |title=A Coffee with Gavin Dudeney |url=http://www.youtube.com/watch?v=RLpb7f06LmI |work= Recording of live event at EduNation in Second Life |date=[[2008-10-28]] |accessdate = 2009-06-22 }}</ref> There is currently little documentation of such activities.
 
==Owning and Using Land in =Virtual Worldstourism===
Language learning can take place in public spaces within virtual worlds. This offers greater flexibility with locations and students can choose the locations themselves, which enables a more constructivist approach.
Most language educators own or rent land in a virtual world, such as Second Life, to facilitate specific educational tasks. This approach offers considerable control over who is allowed to have access to the venue and the visitor permissions.
 
The wide variety of replica places in Second Life, e.g. Barcelona, Berlin, London and Paris, offers opportunities for language learning through [[virtual tourism]]. Students can engage in conversation with native speakers who people these places, take part in conducted tours in different languages and even learn how to use Second Life in a language other than English.
 
The Hypergrid Adventurers Club is an open group of explorers who discuss and visit many different OpenSim virtual worlds. By using ''hypergrid'' connectivity, avatars can jump between completely different OpenSim grids while maintaining a singular identity and inventory.<ref>Hypergrid Adventurers Club: http://becunningandfulloftricks.com/hypergrid-adventurers-club/</ref>
 
The TAFE NSW-Western Institute Virtual Tourism Project commenced in 2010 and was funded by the Australian Flexible Learning Framework's eLearning Innovations Project. It is focused on developing virtual worlds learning experiences for TVET Tourism students and located on the joycadiaGrid.<ref>TAFE-NSW Virtual Tourism Project: http://jokaydia.com/2010/07/20/wit-jokaydiagrid/</ref>
 
===Autonomous learning===
Virtual worlds offer exceptional opportunities for [[Self-paced instruction|autonomous learning]]. The video ''Language learning in Second Life: an Introduction'' by Helen Myers (Karelia Kondor in SL) is a good illustration of an adult learner's experiences of her introduction to SL and in learning Italian.<ref>Myers H. ''Language learning in Second Life: an Introduction'': http://kareliakondor.blip.tv</ref>
 
===Tandem learning (buddy learning)===
[[Tandem learning]], or buddy learning, takes autonomous learning one step further. This form of learning involves two people with different native languages working together as a pair in order to help one another to improve their language skills.<ref>Little D. (2001) "Learner autonomy and the challenge of tandem language learning via the Internet". In Chambers A. & Davies G. (eds.) ''Information and Communications Technology: a European perspective'', Lisse: Swets & Zeitlinger</ref> Each partner helps the other through explanations in the foreign language. As this form of learning is based on communication between members of different language communities and cultures, it also facilitates [[intercultural learning]]. A tandem learning group, Teach You Teach Me (Language Buddies), can be found in Second Life.
 
===Holodecks===
The term [[Holodeckholodeck]]s arederives usedfrom the ''Star Trek'' TV series and feature films, in Secondwhich Lifea toholodeck is depicted as an enclosed room in which simulations can be created for training or entertainment. Holodecks offer certainexciting environmentspossibilities whileof savingcalling spaceup anda primsrange (buildingof unitsinstantly inavailable Secondsimulations Life)that can be used for entertainment, presentations, conferencing and, of course, teaching and learning. For Holodecksexample, if students of hospitality studies are frequentlybeing usedintroduced into the language educationused in Secondchecking Lifein toat createa specifichotel locationsa forsimulation lessonsof ora learninghotel experiences.reception area can be generated instantly by selecting the chosen simulation from a holodeck "rezzer", a device that stores and generates different scenarios. Holodecks can also be used to encourage students to describe a certain scene or to even build a scene. <ref>{{cite news |first=Nergiz |last=Kern |title=Holodecks and language learning |url=http://slexperiments.edublogs.org/2009/04/22/holodecks-and-language-learning |work=Teaching in Second Life - Reflections of a language teacher |date=[[2009-04-22]] |accessdateaccess-date = 20092011-0605-2209 }}</ref> Holodecks are alsocommonly used for rolea range of role-plays. <ref>{{cite news |first=Kenneth |last=Lim |title=Pedagogy, Education and Innovation in 3-D Virtual Worlds |url=http://journals.tdl.org/jvwr/article/view/424/466 |work= Journal of Virtual Worlds Research |date=[[April 2009-04]] |accessdateaccess-date = 20092011-0605-2209 }}</ref>.
 
===LanguageCAVE Villagestechnology===
A [[cave automatic virtual environment]] (CAVE) is an immersive virtual reality (VR) environment where projectors are directed to three, four, five or six of the walls of a room-sized cube. The CAVE is a large theatre that sits in a larger room. The walls of the CAVE are made up of rear-projection screens, and the floor is made of a down-projection screen. High-resolution projectors display images on each of the screens by projecting the images onto mirrors which reflect the images onto the projection screens. The user will go inside the CAVE wearing special glasses to allow the 3D graphics that are generated by the CAVE to be seen. With these glasses, people using the CAVE can actually see objects floating in the air, and can walk around them, getting a realistic view of what the object would look like when they walk around it.
The [[English village|Language Village]] concept has been replicated within virtual worlds to create a language immersion environment for language learners in their own country. <ref>{{cite news |first=Ton |last=Koenraad |title=How can 3D Virtual Worlds contribute to language education? |url=http://www.callinpractice.net/koenraad/publications/worldcallpdf-2.pdf/view |work= Paper presented at WorldCALL 2008 |date=[[2008]] |accessdate = 2009-06-22 }}</ref>. Monash University has an island in Second Life that is specifically designed to immerse students in aspects of life in China. <ref>{{cite news |last=Monash Memo |title=Virtual learning |url=http://www.monash.edu.au/news/monashmemo/stories/20090520/virtual.html |work= Monash Memo, Monash University |date=[[2009-05-20]] |accessdate = 2009-06-22 }}</ref>.
 
O'Brien, Levy & Orich (2009) describe the viability of CAVE and PC technology as environments for assisting students to learn a foreign language and to experience the target culture in ways that are impossible through the use of other technologies.<ref>O'Brien, M., Levy R. & Orich, A. (2009) "Virtual Immersion: The Role of CAVE and PC Technology", ''CALICO Journal'' 26, 2: https://www.calico.org/memberBrowse.php?action=article&id=746</ref>
===Building and Object Creation===
Land ownership is usually necessary if lessons are to include building activities. Although there may be opportunities to use public sandboxes, learners may prefer to exhibit their creations more permanently on owned/rented land.
 
=== Virtual Worlds and Artificial Intelligence ===
===Public Spaces===
Immersion brought by virtual worlds is augmented with [[artificial intelligence]] capabilities for language learning. Learners can interact with the agents in the scene using speech and gestures. Dialogue interactions with automatic interlocutors provide a language learner with access to authentic and immersive conversations to role-play and learn via [[task-based language learning]] in a new immersive classroom that uses AI and VR.<ref>{{Cite web|date=2018-09-07|title=Virtual learning: using AI, immersion to teach Chinese|url=https://apnews.com/article/3babfede5f6e4190ba5cebaa4eaebc81|access-date=2021-05-06|website=AP NEWS}}</ref><ref>{{Cite web|title=A new immersive classroom uses AI and VR to teach Mandarin Chinese|url=https://www.technologyreview.com/2019/07/16/65550/ai-vr-education-immersive-classroom-chinese-ibm/|access-date=2021-05-06|website=MIT Technology Review|language=en}}</ref>
Language learning can also take place in public spaces within virtual worlds (such as the Plaza Real in Barcelona). This offers greater flexibility with locations and students can choose the locations themselves, which enables a more constructivist approach.
 
===VirtualVoice Tourismchat===
Earlier virtual worlds, with the exception of ''Traveler'' (1996), offered only text chat. Voice chat was a later addition.<ref>Craig, Kathleen (2006) "Voice Chat Comes to Online Games", ''Wired'', 7 August 2006.</ref> Second Life did not introduce voice capabilities until 2007. Prior to this, independent [[VoIP]] systems, e.g. [[Ventrilo]], were used. Second Life's current internal voice system has the added ability to reproduce the effect of distance on voice loudness, so that there is an auditory sense of space amongst users.<ref name="auto"/>
The wide variety of replica places (such as Barcelona, Berlin, London or Paris) in Second Life offers opportunities for language learning through virtual tourism.<ref>See the Second Life-based [http://www.virtualtourism.info Virtual Tourism] course run by Graham Stanley at the University of Ramon Llull in Barcelona</ref>
 
Other virtual worlds, such as ''[[Twinity]]'', also offer internal voice systems. Browser-based 3D virtual environments tend to only offer text-chat communication, although voice chat seems likely to become more widespread.<ref>Seiler, Joey (2009) "Vivox Launches Toolbar For Browser-Based Voice Chat", ''EngageDigital'', 18 March 2009: http://www.engagedigital.com/blog/2009/03/18/vivox-launches-toolbar-for-browserbased-voice-chat/</ref> Vivox<ref>Vivox online communications services: http://www.vivox.com/</ref> is one of the leading integrated voice platform for the social web, providing a Voice Toolbar for developers of virtual worlds and multiplayer games. Vivox is now spreading into OpenSim at an impressive rate, e.g. Avination is offering in-world Vivox voice at no charge to its residents and region renters, as well as to customers who host private grids with the company.<ref>Korolov, Maria (2011) "Avination first with Vivox voice on OpenSim", ''Hypergrid Business'', 11 March 2011: http://www.hypergridbusiness.com/2011/03/avination-first-opensim-grid-to-offer-vivox-voice/</ref> English Grid began offering language learning and voice chat for language learners using Vivox in May, 2012.<ref>Korolov, Maria (2011)"English learning grid launched" 7 May 2012: http://www.hypergridbusiness.com/2012/05/english-learning-grid-launched/</ref>
===WebQuests===
 
Virtual world WebQuests (also referred to as SurReal Quests <ref>{{cite news |first=Howard |last=Vickers |title=SurReal Quests: Enriched, purposeful language learning in Second Life |url=http://kt.flexiblelearning.net.au/tkt2007/edition-15/surreal-quests-enriched-purposeful-language-learning-in-second-life |work=The Knowledge Tree |date=[[2007-10-15]] |accessdate = 2009-06-22 }}</ref>) combine the concept of a 2D WebQuests with the immersive and social experiences of 3D virtual worlds. Learners develop texts, audios or podcasts based on their research, part of which is within a virtual world.
The advent of voice chat in Second Life in 2007 was a major breakthrough. Communicating with one's voice is the ''sine qua non'' of language learning and teaching, but voice chat is not without its problems. Many Second Life users report on difficulties with voice chat, e.g. the sound being too soft, too loud or non-existent – or continually breaking up. This may be due to glitches in the Second Life software itself, but it is often due to individual users' poor understanding of how to set up audio on their computers and/or of inadequate bandwidth. A separate voice chat channel outside Second Life, e.g. [[Skype]], may in such cases offer a solution.
 
==Owning and renting land in virtual worlds==
Owning or renting land in a virtual world is necessary for educators who wish to create learning environments for their students. Educators can then use the land to create permanent structures or temporary structures embedded within [[#Holodecks|holodecks]], for example the EduNation Islands in Second Life.<ref name="auto1"/> The land can also be used for students undertaking building activities. Students may also use public sandboxes, but they may prefer to exhibit their creations more permanently on owned or rented land.
 
Some language teaching projects, for example NIFLAR, may be implemented both in Second Life and in [[OpenSimulator|OpenSim]].<ref name="auto2"/>
==Use of Voice==
Voice (in-world VOIP) is a relatively recent addition to language learning in virtual worlds. Initial projects using Active Worlds focused on text-chat communication and Second Life only introduced voice capabilities in 2007. Second Life's internal voice system has the added ability to reproduce the effect of distance on voice loudness – so that there is an auditive sense of space amongst users. <ref>{{cite news |first=Michael |last=Erard |title=A Boon to Second Life Language Schools: New Technology will Allow High-Quality Audio in a Virtual World |url=http://www.technologyreview.com/Infotech/18510/page1/?a=f |work= Technology Review |date=[[2007-04-10]] |accessdate = 2009-06-22 }}</ref>.
 
The Immersive Education Initiative revealed (October 2010) that it would provide free permanent virtual world land in OpenSim for one year to every school and non-profit organization that has at least one teacher, administrator, or student in attendance of any Immersive Education Initiative Summit.<ref>Korolov, Maria (2010) "Initiative: free land for educators migrating from Second Life", ''Hypergrid Business'', 15 October 2010:
Other virtual worlds such as [[Twinity]] and [[There]] also offer internal voice systems. Browser-based 3D virtual environments tend to only offer text-chat communication, although this seems likely to become more widespread <ref>{{cite news |first= |last= |title=Vivox Launches Toolbar For Browser-Based Voice Chat |url=http://www.virtualworldsnews.com/2009/03/vivox-launches-toolbar-for-browserbased-voice-chat.html |work= Virtual World News |date=[[2009-03-18]] |accessdate = 2009-06-22 }}</ref>.
http://www.hypergridbusiness.com/2010/10/initiative-free-land-for-educators-migrating-from-second-life/</ref>
 
==Alternative 3D worlds==
==Events==
Many islands in Second Life have language- or culture-specific communities that offer language learners easy ways to practise a foreign language.<ref>Berry C. D (2009) [http://news.rutgers.edu/focus/issue.2009-04-06.1814922901/article.2009-04-07.1692917645 "Virtual reality and high-tech simulations breathe second life into language classes"], ''Focus'', Rutgers University: USA, NJ. Retrieved 8 March 2011.</ref> Second Life is the widest-used 3D world among members of the language teaching community, but there are many alternatives. General-purpose virtual environments such as Hangout and browser-based 3D environments such as ExitReality and 3DXplorer offer 3D spaces for social learning, which may also include language learning. [[Google Street View]] and [[Google Earth]]<ref>{{cite news |last=Language Resource Center at UNC Charlotte |title=Google Earth Activities for Foreign Language Classes |url=http://video.google.com/videoplay?docid=2496396767023982994&hl=en&fs=true |work=Presentation at Instructional Technology Showcase |date=2007-10-11 |access-date = 2009-06-22}}</ref> also have a role to play in language learning and teaching.
Virtual worlds have become a mainstream part of language education and are frequently discussed at conventional events such as [[IATEFL]]. <ref>See IATEFL Cardiff Conference 2009 [http://www.iatefl.org/downloads/Cardiff%20Conference%20Brochure.pdf Brochure]</ref>.
 
''Twinity'' replicates the real life cities of Berlin, Singapore, London and Miami, and offers language learners virtual locations with specific languages being spoken. Zon has been created specifically for learners of Chinese.<ref>Zon: A multiplayer, online learning environment designed to teach Chinese language and culture through gameplay: http://enterzon.com/</ref> English Grid<ref>English Grid: http://englishgrid.com</ref> has been developed by education and training professionals as a research platform for delivering English language instruction using opensim.
However, specific events have developed to enable the sharing of ideas and experiences amongst virtual world language educators.
* [http://www.slanguages.net SLanguages] is an annual conference for virtual world language education that takes place on the EduNation islands in Second Life. Attendance is entirely within Second Life. The event is usually held for 24 continuous hours.
* [http://evosessions.pbworks.com/virtualworlds EVOnline] is the online track for the annual TESOL convention, that has several workshops and meetings within virtual worlds (especially Second Life)
* [http://www.theconsultants-e.com/edunation/educationedunation.asp A Coffee With Series] is a series of live interviews with leading educators (including Jeremy Harmer, Pete Sharma and Scott Thornbury).
 
[[OpenSimulator|OpenSim]] is employed as free open source standalone software, thus enabling a decentralized configuration of all educators, trainers, and users. Scott Provost, Director at the Free Open University, Washington DC, writes: "The advantage of Standalone is that Asset server and Inventory server are local on the same server and well connected to your sim. With Grids that is never the case. With Grids/Clouds that is never the case. On OSGrid with 5,000 regions and hundreds of users scalability problems are unavoidable. We plan on proposing 130,000 Standalone mega regions (in US schools) with Extended UPnP Hypergrid services. The extended services would include a suitcase or limited assets that would be live on the client".<ref>Immersive Worlds Tool Ranking: http://immersive-worlds-tool-ranking.grouply.com/message/474</ref> Such a standalone sim offers 180,000 prims for building, and can be distributed pre-configured together with a virtual world viewer using a USB storage stick or SD card. Pre-configured female and male avatars can also be stored on the stick, or even full-sim builds can be downloaded for targeted audiences without virtual world experience. This is favorable for introductory users who want a sandbox on demand and have no clue how to get started.
==Communities==
Communities for language educators using virtual worlds have developed and include the following.
* [http://colanmc.siu.edu/virtualworlds/ CALICO/EUROCALL Virtual Worlds SIG] is a special interest group established jointly by EUROCALL and CALICO for virtual world language learning.
* [http://englishvillage.asia English Village] is a community of language teachers in Asia using Second Life.
* [http://www.rezed.org/group/languagelearninginvirtualworlds RezEd Language Learning in Virtual Worlds] community offers a Ning-based social network for those interested in 3D virtual language education.
* [http://slenglish.ning.com Second Life English Community] is an open community for language learners and teachers in the virtual world of Second Life.
* [http://slexperiments.edublogs.org SL Experiments] is a community of language teachers using Second Life. The website includes lesson plans.
* [http://virtual-learning-quality.ning.com/ Virtual Learning Quality] Ning-based Social Network for Mastering [[ISO 9001]] Quality Processes In Virtual Worlds
* [http://second-life-tool-ranking.ning.com/ Second Life Tool Ranking] What Second Life tools are the favorites of educators and trainers?
 
There is no shortage of choices of virtual world platforms. The following lists describe a variety of different virtual world platforms, their features and their target audiences:
==Research Projects==
* ArianeB's list of 3D Virtual Worlds: A useful list of virtual worlds and multiplayer games, including embedded videos that show how they look.<ref>ArianeB's list of 3D Virtual Worlds: http://arianeb.com/more3Dworlds.htm</ref>
[http://www.avalonlearning.eu AVALON] is a 2 year project (January 2009 to December 2010) to explore 3D worlds for language learning. It is funded by the European Union.
* Chris Smith's list of virtual worlds: A comprehensive list of virtual worlds, including some embedded videos.<ref>Chris Smith's list of virtual worlds: http://www.shambles.net/pages/learning/ict/virtual/</ref>
* Virtual Worlds List by Category: As the title suggests, a categorised list of virtual worlds. Links only, no descriptions.<ref>Virtual Worlds List by Category: http://www.virtualworldsreview.com/info/categories.shtml</ref>
 
==Beyond Virtual Worldsworld conferences==
* The first SLanguages conference took place on 23 June 2007. The SLanguages conference is now a free annual 24-hours event, bringing together practitioners and researchers in the field of language education in Second Life.<ref>SLanguages: A series of annual conferences for language teachers in Second Life: http://www.slanguages.net/home.php</ref>
Virtual World Language Learning is a rapidly expanding field and it converges with other closely related areas, such as the use of MMOGs, SIEs and AR.
* SL Experiments is a group managed by Nergiz Kern (Daffodil Fargis in Second Life) for collecting and sharing ideas on how to use Second Life for teaching foreign languages. The group meets twice a month in Second Life.<ref>SL Experiments: A group of language teachers interested in or already teaching in Second Life: http://slexperiments.pbworks.com/w/page/11306631/FrontPage</ref>
* The Virtual Round Table conference takes place twice a year, focusing on language teaching technologies. A substantial part of the conference takes place in Second Life.<ref>Virtual Round Table: A semi-annual live online conference on language learning technologies: http://www.virtual-round-table.com/</ref>
* The Virtual Worlds Best Practices in Education (VWBPE) is a global grass-roots community event focusing on education in immersive 3D environments.<ref>Virtual Worlds Best Practices in Education (VWBPE): http://www.vwbpe.org/about</ref>
* The Virtual Worlds Education Roundtable (VWER) group meets each week to talk about issues that concern educators with regard to using virtual worlds as a teaching and learning tool.<ref>Virtual Worlds Education Roundtable (VWER): http://www.vwer.org/</ref>
* The Virtual World Conference is an annual conference exploring the uses of virtual worlds for learning, collaborative work and business. The first event was held on 15 September 2010 and hosted entirely in Second Life.<ref>Virtual World Conference: http://www.thevirtualworldconference.org/</ref>
 
==Beyond virtual worlds==
===Massively Multiplayer Online Games (MMOGs)===
Virtual World Language Learning is a rapidly expanding field and it converges with other closely related areas, such as the use of MMOGs, SIEs and Augmented Reality Language Learning (ARLL).
MMOGs (Massively Multiplayer Online Games) are also used to support language learning although there is limited documentation of this area. <ref>{{cite news |first=Julie |last=Sykes |title=Web 2.0, Synthetic Immersive Environments, and Mobile Resources for Language Education |url=http://language.la.psu.edu/~thorne/SykesOskozThorne_CALICO_08.pdf |work= CALICO Journal |date=[[2008-05]] |accessdate = 2009-06-22 }}</ref>
===Synthetic Immersive Environments (SIEs)===
SIEs are engineered 3D virtual spaces that integrate online gaming aspects. They are specifically designed for educational purposes and offer learners a collaborative and constructionist environment. They also allow the creators/designers to focus on specific skills and pedagogical objectives. <ref>{{cite news |first=Julie |last=Sykes |title=Web 2.0, Synthetic Immersive Environments, and Mobile Resources for Language Education |url=http://language.la.psu.edu/~thorne/SykesOskozThorne_CALICO_08.pdf |work= CALICO Journal |date=[[2008-05]] |accessdate = 2009-06-22 }}</ref> [http://croquet.umn.edu Croquelandia] is an example of an SIE by the University of Minnesota for Spanish Learning.
 
===AugmentedMassively Realitymultiplayer Languageonline Learninggames (ARLLMMOGs)===
MMOGs (massively multiplayer online games) are also used to support language learning, for example the World of Warcraft in School project.<ref>{{cite web|url=http://wowinschool.pbworks.com/w/page/5268731/FrontPage|title=World of Warcraft in School / FrontPage|publisher=WoWinSchool}}</ref>
The convergence between virtual worlds and real life are offering new opportunities for language education and Augmented Reality is gaining interest for language learning, especially for m-learning (mobile learning). <ref>{{cite news |first=Christopher |last=Holden |title=It’s a Beautiful Day in the Neighborhood |url=http://glsconference.org/2009/program/event/153 |work=GLS 5.0 |date=[[2009-06-11]] |accessdate = 2009-06-22 }}</ref> AR applications such as the [[Wikitude]] program for the Google phone (Android) enable immersive and information-rich experiences in the real world and are therefore blurring the differences between real life and virtual worlds.
 
===Synthetic immersive environments (SIEs)===
==Resources==
SIEs are engineered 3D virtual spaces that integrate online gaming aspects. They are specifically designed for educational purposes and offer learners a collaborative and constructionist environment. They also allow the creators/designers to focus on specific skills and pedagogical objectives.<ref>Sykes J., Oskoz A. & Thorne S. (2008) "Web 2.0, Synthetic Immersive Environments, and Mobile Resources for Language Education", ''CALICO Journal'' 25, 3: pp. 528–546: https://calico.org/html/article_715.pdf</ref>
http://slanguages.wikispaces.com
 
===Augmented reality language learning (ARLL)===
http://e-language.wikispaces.com/virtual-worlds
[[Augmented reality]] (AR) is the combination of real-world and computer-generated data so that computer generated objects are blended into real time projection of real life activities. Mobile AR applications enable immersive and information-rich experiences in the real world and are therefore blurring the differences between real life and virtual worlds. This has important implications for m-Learning ([[Mobile Assisted Language Learning]]), but hard evidence on how AR is used in language learning and teaching is difficult to come by.<ref>Vickers H. (2009) "Augmented Reality Language Learning – virtual worlds meet m-learning", Avatar Languages Blog: http://www.avatarlanguages.com/blog/arll/</ref>
 
The main aim is to promote social integration among users located in the same physical space, so that multiple users may access to a shared space which is populated by virtual objects while remaining grounded in the real world. In other words, it means:
ICT for Language Teachers, Section 14.2.1 of Module 1.5, which is devoted to language teaching and learning in Second Life: http://www.ict4lt.org/en/en_mod1-5.htm#secondlife
* Communication
* Locked view
* Keep control
* Security
 
==See also==
Molka-Danielsen J. & Deutschmann M. (eds.) (2009) Learning and teaching in the virtual world of Second Life, Tapir Academic Press, Trondheim, Norway, ISBN: 9788251923538: http://butikk.tapirforlag.no/en/node/1195
{{div col|colwidth=22em}}
* [[Adult education]]
* [[Andragogy]]
* [[Andragogical learning theory]]
* [[Blended learning]]
* [[Computer-based testing]]
* [[Computer-assisted language learning]]
* [[Distance education]]
* [[E-learning]]
* [[Heutagogy]]
* [[Hybrid course]]
* [[Learning management system]]
* [[Microlearning]]
* [[Microlecture]]
* [[M-learning]]
* [[Online learning community]]
* [[Online music education]]
* [[Virtual education]]
* [[Web-based simulation]]
{{div col end}}
 
==References==
{{reflist}}
<references/>
 
==External links==
{{wikibooks|Blended Learning}}
{{wikibooks|ICT in Education}}
* [https://immerselearning.com/new-white-paper-how-3d-virtual-environments-facilitate-language-learning/ How 3D Virtual Environments Facilitate Language Learning] by Karl Kapp
 
{{Education by subject}}
{{Mixed reality}}
 
{{DEFAULTSORT:Virtual World Language Learning}}
[[Category:Language education| ]]
[[Category:Language education]]
[[Category:Virtual reality]]
[[Category:Persistent Worlds]]