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==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 on to [[MUDs]] (Multi-user domains) and [[MOOMOOs]]s (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>
 
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>
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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>
 
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.
 
==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. 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].
 
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.
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===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 (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 |access-date = 2011-05-07}}</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===
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===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 |access-date=2009-06-22 |archive-url=https://archive.istoday/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.
 
===Language villages===
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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 ''"rezzer''", a device that stores and generates different scenarios. Holodecks can also be used to encourage students to describe a 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 |access-date = 2011-05-09 }}</ref> Holodecks are commonly used for a 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 |access-date = 2011-05-09 }}</ref>
 
===CAVE technology===
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=== Virtual Worlds and Artificial Intelligence ===
DivekarImmersion et.brought al.by (2021)virtual describeworlds anis immersive CAVE-like room albeitaugmented with front-projection screens, [[3D audio effect|spatialized audio]], and [[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 roleplayrole-play and learn via [[Task-based language learning|task-based language learning]]. in a new immersive classroom that uses AI and VR.<ref>{{Cite journal|last=Divekar*|first=Rahul R.|last2=Drozdal*|first2=Jaimie|last3=Chabot*|first3=Samuel|last4=Zhou|first4=Yalun|last5=Su|first5=Hui|last6=Chen|first6=Yue|last7=Zhu|first7=Houming|last8=Hendler|first8=James A.|last9=Braasch|first9=Jonasweb|date=20212018-0209-1507|title=ForeignVirtual languagelearning: acquisitionusing viaAI, artificialimmersion intelligenceto and extended reality: design andteach evaluationChinese|url=https://doiapnews.orgcom/10.1080article/09588221.2021.18791623babfede5f6e4190ba5cebaa4eaebc81|journalaccess-date=Computer Assisted Language Learning|volume=0|issue=0|pages=1–29|doi=10.1080/09588221.2021.1879162-05-06|issnwebsite=0958-8221AP NEWS}}</ref><ref>{{Cite journal|last=Divekar|first=Rahul R.|last2=Drozdal|first2=Jaimie|last3=Zhou|first3=Yalun|last4=Song|first4=Ziyi|last5=Allen|first5=David|last6=Rouhani|first6=Robert|last7=Zhao|first7=Rui|last8=Zheng|first8=Shuyue|last9=Balagyozyan|first9=Lilit|last10=Su|first10=Hui|date=2018-06-08web|title=InteractionA Challengesnew inimmersive classroom uses AI Equippedand Environments BuiltVR to Teachteach ForeignMandarin Languages Through Dialogue and Task-CompletionChinese|url=https://doiwww.org/10technologyreview.1145com/2019/07/16/65550/ai-vr-education-immersive-classroom-chinese-ibm/3196709.3196717|journalaccess-date=Proceedings of the 2018 Designing Interactive Systems Conference2021-05-06|serieswebsite=DISMIT '18|___location=HongTechnology Kong, ChinaReview|publisherlanguage=Association for Computing Machinery|pages=597–609|doi=10.1145/3196709.3196717|isbn=978-1-4503-5198-0en}}</ref>
 
===Voice chat===
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==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 (Berry 2009).<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.
 
''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.
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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:
* 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>
* 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>
 
==Virtual world 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>
* 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>
*Immersive Education Initiative (iED) Summits are conferences organized specifically for educators, researchers, and administrators. iED Summits consist of presentations, panel discussions, break-out sessions and workshops that provide attendees with an in-depth overview of immersive learning platforms, technologies and cutting-edge research from around the world. iED Summits feature new and emerging virtual worlds, learning games, educational simulations, mixed/augmented reality, and related teaching tools, techniques, technologies, standards and best practices.<ref>Immersive Education Inititiative (iED): http://mediagrid.org/summit/index.html</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==
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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}}
* [[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}}
 
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[[Category:Language education]]
[[Category:Virtual reality]]
[[Category:Persistent worlds]]