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==== Non-immersive and Immersive 3D Virtual Environments ====
Through the use of [[3D game graphics|3D gaming]], users can simulate lives of others while providing their knowledge throughout the 3D environment as an [[avatar (computing)|avatar]]. These 3D environments also foster [[simulation]] and scenario building<ref name=":2" /> for places where users would otherwise not have access. The 3D environments facilitate online knowledge building communities.<ref name=":3">{{Cite journal|title=Web 3.0 in education {{!}} Editură acreditată CNCSIS, Editura Universitară|url=http://www.editurauniversitara.ro/carte/education/web_30_in_education/10419|doi=10.5682/2066-026x-12-073}}</ref> Non-immersive environments are environments in which not all five senses are used but still allows users to interact in virtual worlds.<ref name=":4">{{Cite journal|last=Jackson|first=Randolph L.|last2=Fagan|first2=Eileen|date=2000|title=Collaboration and Learning Within Immersive Virtual Reality|url=http://doi.acm.org/10.1145/351006.351018|journal=Proceedings of the Third International Conference on Collaborative Virtual Environments|series=CVE '00|___location=New York, NY, USA|publisher=ACM|pages=83–92|doi=10.1145/351006.351018|isbn=1581133030}}</ref> [[Virtual reality headset|Virtual Reality (VR) headsets]] are sometimes used to give users a full immersion experience, into these 3D virtual worlds. This allows users to interact with each other in real time and simulate different learning situations with other users. These learning experiences and environments vary between fields and learning goals.<ref name=":3" /> Certain virtual reality headsets allow users to communicate with each other while being in different physical locations.<ref name=":4" />
== '''Multimodal literacy development in CSCL''' ==
=== '''The concept of Multimodal literacy''' ===
Multimodal literacy is the way processes of literacy - reading, writing, talking, listening and viewing - are occurring within and around new communication media. (Kress & Jewitt, 2003; Pahl & Rowsell, 2005; Walsh, 2008) It refers to meaning-making that occurs through the reading, viewing, understanding, responding to and producing and interacting with multimedia and digital texts. (Walsh, 2010)
=== '''Literature review on multi-modal literacy in CSCL''' ===
==== * Online forum ====
Online forums offer numerous advantages for both teacher and students for collaborative learning online. Discussion forums provide a wider platform to exchange information and ideas, to develop writing and reading skills, critical thinking skills. (Jill Margerison, 2013) A collaborative online forum can also help students learn about the unique challenges of online communication, especially the need for clarity and the dangers of sarcasm. (Susan Martens-Baker, 2009) For the teacher, they offer a flexible platform from which to educate in a participatory culture, where teachers and students can interact with each other and create new knowledge. (Jill Margerison, 2013)
==== * Video games ====
Video games were designed as a learning tool engaged learners who advance through experimentation, critical thinking and practice in the virtual world. (Abrams, 2009) Video games in CSCL can promote positive interdependence, individual accountability, face-to-face promotive interaction, social skills, and group processing abilities in the ELA classroom. Through interactions in the virtual world, learners have the opportunities to establish their presence, identity and create meanings for their lives.
==== * Multimodal composition in digital storytelling: podcast, video/ audio crafts ====
Digital storytelling refers to integrating a variety of means, such as images, audio, video, graphics and diagram to personal narratives and crafts. Four skill competencies: reading, writing, speaking, and listening would be enhanced by producing digital products. (Brenner, 2014) Students have a greater sense of autonomy, agency through the digital storytelling in CSCL.
=== '''The implication for classroom teaching''' ===
==== * Online-forum ====
Online forums provide opportunities for young people to engage in the self-exposition as they practice digital literacies and hone the skill of movement across multiple literacies, languages and subject positions. Meanwhile, identity is a constellation of the multiple communities. It is also important to emphasize the potentially harmful cultural discourses that occur within young people's consumption. (Kim, 2015)
==== * Videogame ====
Through capitalizing on students’ gaming experiences by recognizing how they apply to the subject at hand, teachers can highlight the benefits of virtual learning environments and draw upon students’ gaming experiences to understand their application of virtual learning across curricula. Educators need to choose the appropriate game for the particular subject to endorse their instruction and promote collaboration among students.
=== '''Multimodal composition: podcast, audio, video crafts in digital storytelling''' ===
Students who engage in collaborative learning for creating digital production show the characteristics of leadership. Moreover, students would gain the experience of collaboration and expand their skill of the multimodal literacy. In addition, digital composition provides a meaningful tool for teachers to assess. (Brenner, 2014)
=== '''Applications for ELLs''' ===
Multimodal literacy can facilitate English learners’ literacy learning. It has provided opportunities for English learners to expand the interpretation of texts. (Ajayi, 2009) Specifically, English language learners can increase their language ability through computer-collaborative learning.
The multimodality platforms provide students, especially ELLs with an anxiety-free zone to collaborate with their peers in a virtual world in order to make meanings together. Technology self-efficacy increases ELLs’ level of independence and reduces their level of anxiety. (Mellati, Zangoei & Khademi, 2015) ELLs will have more motivation and self-confident while participating in online group projects to make contributions and share knowledge with their peers. As a result of collaborative learning, ELLs would expand their vocabulary, gain advanced and more academic grammars.
== CSCL in Post-Secondary Education ==
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