Content deleted Content added
m Remove blank line(s) between list items per WP:LISTGAP to fix an accessibility issue for users of screen readers. Do WP:GENFIXES and cleanup if needed. Discuss this at Wikipedia talk:WikiProject Accessibility#LISTGAP |
|||
Line 1:
{{
Virtual worlds 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. 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 environments to support language learning.
Line 16:
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>
With the decline of second life due to increasing support for open source platforms <ref>
==Approaches to language education in virtual worlds==
Line 39:
===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: http://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: http://www.youtube.com/watch?v=eNjV8Fvre4U</ref>
Line 57 ⟶ 56:
===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=http://www.scribd.com/doc/71947093/worldcallpdf-2 |work= Paper presented at WorldCALL 2008 |accessdate = 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>
===Virtual classrooms===
Line 71 ⟶ 70:
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>
Line 92 ⟶ 91:
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>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>
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>
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.
Line 107 ⟶ 106:
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 |accessdate = 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>
[[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.
Line 118 ⟶ 117:
==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>
▲*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>
*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>
Line 150 ⟶ 143:
==See also==
{{wikibooks|ICT in Education}}▼
{{wikibooks|Blended Learning}}▼
{{div col|3}}
*[[Adult education]]
Line 179 ⟶ 170:
==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
|