Virtual worlds have recently gained popularity in language learning and technology communities However, the affordances and potentiality of virtual embodiment has not been fully explored. Examining practices in Second Life, we hope to provide a “think piece” that will arouse further discussion of good design and practices in virtual worlds.
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The future of language learning in virtual worlds
1. The Transformation of Language Learning in Virtual Worlds Dongping Zheng Department of Second Language Studies University of Hawaii Kristi Newgarden University of Connecticut LLCMC, Hawaii, October 12, 2009
10. You can see who is online and doing what A guild on a quest
11. Linear vs. Parallel processing Step-by-step vs. Random access Text first vs. Graphic first Stand alone vs. Connected Passive vs. Active Read manual first vs. Zing zing Work vs. Play Patience vs. Payoff Reality vs. Fantasy Technology as foe vs. Technology as a friend Content centered vs. Learner centered Learn to take test vs. Demand learning to succeed Abstract vs. Immediate consequence One fits all vs. Balancing of difficulty Information vs. Reciprocal transformation Digital game-based learning (liberman, 2006; Prensky, 2001; Winn, 2007) )
12. Linear + Parallel processing Step-by-step + Random access Text first + Graphic first Stand alone + Connected Passive + Active Read manual first + Zing zing Work + Play Patience + Payoff Reality + Fantasy Technology as foe + Technology as a friend Content centered + Learner centered Learn to take test + Demand learning to succeed Abstract + Immediate consequence One fits all + Balancing of difficulty Information + Reciprocal transformation The Transformation of Language Learning in Virtual Worlds (Zheng & Newgarden, 2009)
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15. Languaging Linell, 2009 A dialogical theory of language must assign primacy to action rather than to pure cognition and to transmission
16. Languaging Swain, 2006 Inspired by Vygostky, thoughts and language are inseparable, the relationship between them is ongoing, thought to language and language to thought is a process.
17. Embodying Hirose (2002) tools extend the boundaries (skin, limb) of our body and alter our effectivities. Also see Clinton (2006 ) and Soares, (2008) on avatar’s move became player’s move
18. Embodying Clark (2001) alerts us that "the emphasis on language as medium of communication tends to blind us to a subtler but equally potent role: the role of language as a tool that alters the nature of the computational task involved in various kinds of problem solving " (p.193).
19. Conceptual Blend (Thomas & Brown, 2008) a gamer resides in both virtual and physical blended resources simultaneously developed dispositions
26. Affordances and the Zone of Proximal Development (ZPD) a) an affordance expresses a relationship between a person and a linguistic b) linguistic affordances are specified in the linguistic expression, and available to the active interlocutor c) the affordances picked up serve the agent to promote further action and lead to higher and more successful levels of interaction.
30. A real life task Task: You are at a party. Introduce your partner to three other people. Role play: You are taking part in a job interview. Your partner will ask you about yourself. Answer his/her questions.
31. 1. language as abstract objects and rules, and 2. language as action. (Linell, 2009) "many aspects of the detailed order of interactions cannot be imagined by armchair reflections; they are discoverable in actual data, but not imaginable"
32. From Negotiation for Meaning to Negotiation for Action (Zheng et al., 2009) "individual selves cannot be assumed to exist as agents and thinkers before they begin to interact with others and the world.” (Linell, 2009)
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34. Action-Based Learning (van Lier, forthcoming) Task-based Content-based Project-based Exploratory Experiential English for specific purposes (ESP) Community-based language socialization Computer-assisted language learning (CALL)
35. Literacy in the Passion of Art, Hisotry, Music, Sports… "in a dialgoical theory of languaging ("praxis"), performances is being conceptualized as partly in the performing arts (music, there religious rituals, etc.) (p. 274)
36. From Learning About to Learning to Be Emergent Identity development Legitimate Peripheral Participation (LPP)
37. Conclusion The possibilities of language learning in virtual worlds may perhaps impact those who have traditionally had the least access to opportunities to the target language. As we look at the common practices in SL, we found it difficult not to bring up concepts of the alternative learning paradigm, the ecological and dialogical view of sense making.