Interdisciplinarity in Virtual Worlds: Teaching Approaches for Acquiring a Language-Culture (original) (raw)

2014

Virtual Worlds are among the fastest growing areas of web 2.0, as they dispose characteristics that promote the development of all kinds of applications not only for communication and entertainment, but for education, as well. This work highlights the importance of Virtual Worlds, their potential and their contribution to foreign language education and explores the perspectives for further exploitation. Virtual Worlds can be an important tool for the cooperative learning of a foreign language and culture, and can facilitate the acquisition of the target language, while also promoting interdisciplinarity through their multi-potential dimension. The present paper presents implementations of the use of Virtual Worlds for foreign language education through interdisciplinary approaches with particular emphasis on foreign language learning and culture.

Virtual Worlds for Developing Intercultural Competence

Handbook of Research on Diverse Teaching Strategies for the Technology-Rich Classroom, 2020

The authors present a framework for developing intercultural competence (IC) and use tridimensional digital virtual worlds (3DVW) as environments for developing IC. They developed an artifact, via design research, constituted by an educational method using the 3DVW Second Life® as the place for a virtual exchange program between 92 Brazilian and Portuguese master students. The results of the study indicate that the 3DVW can be used for the development of IC because it allows rich experiential and relational/conversational learning opportunities, especially due to the affordances of immersion/sense of presence, social interaction, content production, and knowledge sharing. The students involved in the virtual exchange inside Second Life® had to practice a set of attitudes and skills such as communication skills; culture-specific knowledge; understanding others' worldviews; skills to analyze, evaluate, and relate; skills to listen, observe, and interpret; respect, openness; tolera...

Zheng, D. & Newgarden, K. (2012). Rethinking language learning: Virtual World as a catalyst for change. International Journal of Learning and Media, 3(2), 13-36

"Research on educationally designed game-based virtual learning environments and virtual worlds has begun to explore the affordances of 3Dmetaverses for engaging learners in ways that contrast with formal schooling. Applying constructs from ecological psychology, distributed cognition, and sociocultural perspectives, design-based longitudinal studies have shown the quality of learning taking place in technology-supported collaborative environments. But what are the affordances of virtual environments for second language learning? How can we design for a nonlinear experience of action and interaction that exploits these affordances? We explored current language teaching practices in Second Life and found that many educators simply apply their classroom approaches in the virtual space, treating the environment merely as input. Designing for optimal learning opportunities in virtual worlds requires that we rethink second language acquisition by grounding it in the ecological psychology concepts of perception-action, values-realizing, coaction, and languaging.We call for a rethinking of pedagogies based on input/outputmodels that imply a linear progression from an initial to a goal state. Instead cognition is embodied and distributed, and avatars in 3D worlds allow us to experience virtual environments in embodied, dialogical ways. Language learning in virtual worlds calls for design that prioritizes opportunities for distributedmeaning-making and coaction in values-realizing activities that go beyond task-based learning, autonomy, and construction of a second language identity."

Second Language Teaching in Virtual Worlds: The Case of European College Students under the ERASMUS Program

Multi-user virtual environments for the classroom: practical approaches to teaching in virtual worlds, 2011

This project is a proposal for a case study that aims to describe and understand communicative and pedagogical processes involved in Second Life® (SL™) in a context of second language learning, by modelling in-world lessons of Portuguese as a second language for ERASMUS students arriving in Portugal. The purpose is to provide examples of situated e-learning driven activities and perceive how an immersive context stimulates learning by involving students in a virtual reality situation, where real life language context situations are provoked and where ‘not possible in real life’ learning routines happen. This will allow experiencing the advantages of this platform compared to physical life teaching and learning contexts, through the inherent characteristics of this medium, such as the synchronous and simultaneous use of voice and text.

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