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[[Virtual
==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
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>
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
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>
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>
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>
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.
▲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>[http://www.slanguages.net/home.php SLanguages]</ref>
==Approaches to language education 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.
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 |
* '''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.
* '''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 |
▲* '''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>
* '''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=
▲* '''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 |accessdate = 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=http://www.youtube.com/watch?v=RLpb7f06LmI |work= Recording of live event at EduNation in Second Life |accessdate = 2011-05-07}}</ref> There is currently little documentation of such activities.
===Six learnings framework===
The
* '''Exploring''': learners explore a virtual
▲* '''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.
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* '''Expressing''': learners represent activities within a virtual world to the outside world, through blogs, podcasts, presentations and videos.
===
* ''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:
* 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:
▲*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: http://www.youtube.com/watch?v=eNjV8Fvre4U</ref>
===Constructivist approaches===
3D virtual worlds are often used for [[Constructivism (learning 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 |
===Task-based language learning===
[[Task-based language learning]] (TBLL) 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
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===
[[Dogme language teaching]] is an approach that is essentially communicative, focusing mainly on conversation between learners and teacher rather than conventional textbooks. Although Dogme is perceived by some teachers as being 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 the opportunities they offer for authentic communication and a learner-centred approach.<ref>{{cite news |first=Howard |last=Vickers |title=Dogme 2.0: What "Teaching 2.0" Can Learn from Dogme ELT |url=http://www.avatarlanguages.com/blog/dogme-elt-web20-dogme20 |work= Avatar Languages Blog |date=2009-03-15 |
===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 |
===Language villages===
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=
===Virtual classrooms===
Hundsberger (2009, p. 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:
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. 18) is that
===Virtual tourism===
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.
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
===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)===
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===Holodecks===
The term [[holodeck]] derives from the ''Star Trek'' TV series and feature films, in which a holodeck is depicted as an enclosed room in which simulations can be created for training or entertainment. Holodecks offer exciting possibilities of calling up a range of instantly available simulations that can be used for entertainment, presentations, conferencing and, of course, teaching and learning. For example, if students of hospitality studies are being introduced to the language used in checking in at a hotel a simulation of a hotel reception area can be generated instantly by selecting the chosen simulation from a holodeck
===CAVE technology===
A [[
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>
=== Virtual Worlds and Artificial Intelligence ===
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>
===Voice chat===
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
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
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
==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"/>
The Immersive Education Initiative
http://www.hypergridbusiness.com/2010/10/initiative-free-land-for-educators-migrating-from-second-life/</ref>
==Alternative 3D worlds==
Many islands in Second Life have language- or culture-specific communities that offer language learners easy ways to practise a foreign language
[[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
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:
*
*
*
▲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: [http://store.govgrid.org/grid-demo/ Grid Demo, GovGrid Store]. This is favorable for introductory users, who want a sandbox on demand and have no clue how to get started. Configuring an OpenSim standalone on a cellphone storage card has also been described, e.g. [http://www.orient-lodge.com/node/4281 Nokia N900].
==Virtual world conferences==
* The first
*
* The
* 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>
▲*[http://slexperiments.pbworks.com SL Experiments] is a group managed by Nergiz Kern (Daffodil Fargis in SL) for collecting and sharing ideas on how to use Second Life for teaching foreign languages. The group meets twice a month in Second Life. SL Experiments also exists as a sub-group in the [http://avalon-project.ning.com/group/slexperimentsteachersgroup AVALON Ning].
* 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 [http://www.virtual-round-table.com/ Virtual Round Table] conference takes place twice a year, focusing on language teaching technologies. A substantial part of the conference takes pace in Second Life.
▲*[http://www.thevirtualworldconference.org/ The Virtual World Conference] is an annual conference exploring the uses of virtual worlds for learning, collaborative work and business.
==Beyond virtual worlds==
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===Massively multiplayer online games (MMOGs)===
MMOGs (
===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>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>
===Augmented reality language learning (ARLL)===
[[Augmented
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:
* Communication
* Locked view
* Keep control
* Security
==See also==
{{div col|colwidth=22em}}
{{wikibooks|ICT in Education}}▼
* [[Adult education]]▼
{{wikibooks|Blended Learning}}▼
* [[Andragogy]]
* [[Andragogical learning theory]]▼
▲*[[Adult education]]
* [[
* [[Computer-based testing]]▼
▲*[[Andragogical learning theory]]
* [[
▲*[[Computer-based testing]]
* [[
* [[
* [[
* [[
* [[
* [[
* [[Online music education]]
* [[
* [[Web-based simulation]]▼
{{div col end}}
▲*[[Online learning community]]
▲*[[Online music education]]
▲*[[Virtual education]]
▲*[[Web-based simulation]]
==References==
{{reflist}}
==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:Virtual reality]]
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