Virtual world language learning: Difference between revisions

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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 .<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>
 
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>
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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>[http://www.slanguages.net/home.php SLanguages]</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>http://englishgrid.com</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==