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Research Language
Education in a Multi-User Virtual-Environment A Case Study on Second Life
 Glenn Royer
Stevens University of Southern
Queensland LIN8006: Computer-Assisted Language Learning A
CALL evaluation report Course team leader: Dr Jeong-Bae Son
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Introduction
Computer-assisted language learning has come a long way over the last several
decades: from early primitive drill-and-practice computer software programs of
the late 1970's to today's ultramodern hypermedia and web 2.0 tools. One of the
latest breakthroughs in CALL, and perhaps an ultimate future direction of
educational technology, comes in the form of the virtual reality classroom. The
largest virtual reality space on the Internet is Linden Lab's Second Life.
Second Life is aptly named. It allows its users to shed their skin,
abandon the trouble and stress of their everyday life and meet an international
community of online users looking to explore, meet new people, see and try new
things and, in some cases even - practice and learn foreign languages. Joining
this virtual world is easy, free and takes no longer than a couple of minutes.
Second Life allows its users to create a character that represents them in this
virtual parallel world. This character has an avatar that can navigate through
virtual reality cities and 'islands' within Second Life. In fact those who have
joined Second Life are not referred to as 'characters' but as "residents" -
thus giving the experience an even more real-world and humanistic affect.
Enhancing this phenomenon is a plethora of characteristics that
authenticates the Second Life experience. Residents in Second Life can sit,
walk, dance, fly through the air, drive cars and even go shopping. Everything
from real estate property, clothing, cars, scuba diving equipment, etc. can be
bought with Second Life's own currency - linden dollars. Residents can wonder
around virtual reality remakes of vibrant, renowned cities built in the mould
of their originals while enjoying a drink at a café, playing a game of
chess with a fellow resident, or going sightseeing just like a normal tourist.
Residents can even take photographs and make video recordings of their
experiences!
With a population estimated to be at around 13 million
(Linden Lab, 2008) - larger than Beijing or Paris - Second Life has now gained
global media attention and is now becoming a hot marketplace to do businesses.
Businesses of all types, non-profit organizations, embassies, and educational
institutions are represented all across Second Life. Amongst the educational
institutions are several virtual language schools that are constantly
developing new ways to promote and facilitate language learning in a virtual
world.
One of Second Life's key pedagogical features is its' many ways
to promote communication amongst its residents. Second Life's residents come
from all over the world and can communicate with each other by way of text
chatting with a group, instant messaging individuals, or even conversing orally
- as long as a user has a microphone and headset. Language is all around in
Second Life. Be it communicating with fellow residents, reading pamphlets or
notecards or listening to a conference or prerecorded message - Second Life
users are constantly being exposed to language.
The adventure begins on
the aptly titled 'Orientation Island' (see Fig 1.1). Here new residents can
catch a first glimpse and edit the appearance of their newly conceived three
dimensional avatar whilst meeting fellow Second Life newcomers whose users are
sitting on computers in places as far away from Brazil to Bahrain. It is also
on Orientation Island that new users learn to navigate, move and communicate
with their avatars. There are also tutorials on how to build objects and
'teleport' themselves from one virtual island to another.
These virtual
islands that can be teleported to and from contain almost everything one might
find in the real world. Along with the re-creations of famous cities and
monuments, embassies, non-profit organizations, universities and language
schools are nightclubs, shops of all sorts, beaches. Given the cultural
diversity of its users, Second Life has become a hot prospect in Computer
Assisted Language-Learning. Kip Boahn, founder of virtual reality
language-learning island, Second Life English claims that there are currently
over 1,000 language teaches actively teaching language learners via text or
voice chat (Ruberg, 2008). Using Second Life as a case study, in this paper I
will explore the potential of language education in a multi user virtual
environment. I will give a brief description on what Second Life is, evaluate
some of its technological and pedagogical aspects and explore various ways
Second Life can be implemented in a language-learning curriculum |
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 Fig. 1.1: Orientation Island - where it all
begins
 Fig. 1.2: Sitting and enjoying a drink with language
learners in Prague
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2.
Literature Review
Most of the articles and journals
directly relating to Second Life researched gave generally positive findings of
language education in the virtual reality realm of Second Life. Jessamie
Cooke-Plagwitz's comprehensive New Directions in CALL: An objective
Introduction to Second Life, appearing in CALICO Journal 25(3), explores the
advantages and disadvantages to using Second Life as a platform for language
learning. Amongst the advantages listed are the seemingly infinite amount of
tools and environments that can be used to facilitate language learning on
Second Life as well as the new-found confidence many language learners find
themselves with communicating behind the mask of their avatars (Cooke-Plagwitz,
2008). On the other hand, Peterson implores that more investigation is needed
in order to maximize language education's effectiveness in her 2005 PacCALL
Journal article, Learning interaction in an avatar-based environment: a
preliminary study, which uses an older, less populated MUVE, Active Worlds as a
case study (Peterson, 2005). Vance Stevens; meanwhile, suggests that Second
Life may be some sort of ahead of its time, trial product of future directions
in educational technology in Second Life in Education and Language Learning.
(Stevens, 2006)
There has been much research done on many of the
'facets' of CALL using Second Life, such as computer-mediated communication.
Chapelle and Jamieson, in their book Tips for Teaching with CALL give several
examples of successful research done involving CMC in language education
(Chapelle & Jamieson, 2008). Research done by Dhongping Zheng, in his
dissertation Affordances of 3D Virtual Environments for English Language
Learning: An Ecological Psychological Analysis, also supports the effectiveness
of CMC in MUVEs using a case study from a middle school in Changchun, China
(Zheng, 2006).
Many ideas for this paper came from attending the
SLanguages virtual conference held May 23-24, entirely on Second Life.
Presentations by notable CALL specialists such as Gavin Dudeney (E-consultants,
presentations on Second Life teaching tools & building workshop), Kip Boehn
(Second Life English), Howard Vickers (Avatar Languages), Mark Karstad (Dubai
Woman's College), Paul Preibisch (English Village) and Iffaf Khan (Language
Lab) were especially informative. Karstad, responsible for the Dubai Women's
College virtual international exchange program on Second Life, and Boehn,
founder of Second Life English - were especially forthcoming with their ideas
and experiences about language learning. Many of the aforementioned
practitioners contributed, or were mentioned in several other articles used for
this research, such as Forbes's Bonnie Ruberg's How To Spark Remote Learning
(Ruberg, 2008) and Howard Vicker's Language Teaching Gains Second Life
(Vickers, 2007).
Multi-user virtual environments have developed as a
continuum of multi user object oriented domains and digital role-playing games
- both of which had considerable research work done by the likes of Anne
Derryberry (Derryberry, 2007) and Sykes, Oskoz and Thorne. The latter three who
collaboratively investigated language-learning prospects in Web 2.0 digital
role playing games in their article Web 2.0, Synthetic Immersive Environments,
and Mobile Resources for Language Education. (Sykes et al, 2008)
Second
Life statistics and figures were taken mainly from Linden Lab's Second Life
Virtual Economy Key Metrics (BETA) Through April 2008 excel spreadsheet,
downloaded from Second Life's mainpage, www.secondlife.com. The Second Life
website was also responsible for providing a lot of the technical information,
such as system requirements, as was Mitch Wagner's Information Week article,
Inside Second Life's Data Centers (Wagner, 2007)
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3. Description
There are
multiple ways to define, or categorize Second Life from the perspective of
CALL. Skyes, Oskoz & Thorne brand Second Life as 'an open social space'
(Sykes et al., 2008, p 534). Gavin Dudeney claims it to be, "a
three-dimensional online synchronous environment" (Dudeney & Hockley,
2006). Anne Derrberry labels Second Life as a 'serious game", proposing that it
is a "convergence of virtual worlds, games, social networking, and rich
Internet applications" (Duberry, 2007, p 2).
Perhaps the most widely
recognized classification is that used by Cooke-Plagwitz, who refers to Second
Life as a three-dimensional multi-user virtual environment, or 3-D MUVE
(Cooke-Plagwitz, 2008). 3-D MUVE's are the web 2.0 development of MUDs
(Multi-user Domains) and MOOs (Multi-user-domain Object Oriented). Both MUDs
and MOOs were early-internet versions of RPGs, digital 'role playing games' -
used in, but not specifically designed for language learning (Walker et al,
2008). Skyes, Oskoz & Thorne also label Second Life as an open social
virtuality - one of three types of 3-D virtual environments. The other two
being the more games-based multiplayer online games (MMOGs) and synthetic
immersive environments (SIVs), the latter which integrates characteristics of
the other two types of 3-D virtual environments for more goal-directed purposes
(Sykes et al, 2008, p 528).
Although Second Life is being glorified as
an up and coming utility in Computer Assisted Language Learning, the program
was not designed specifically for the purpose of language teaching, or
education even for that matter. Second Life was originally designed by Phillip
Rosedale's self-founded company Linden Lab to give its users, or residents, two
things they could find nowhere else on the Internet. Firstly, it allows its
users to create alternative versions of themselves - in a world created and
ruled by its residents. As the founder himself says, "If we create the world
from the bottom up, it can be re-imagined." (Rosedale, quoted by Maney, k.,
2007) The second unique attribute of Second Life is that it offers a more
humanistic experience to computer-mediated communication. Maney argues this
point, "much of the Internet is devoid of people. If you're shopping on
Amazon.com, you have no idea if you're alone or if 20,000 other people are
there at the same time" (Maney, K., 2007).
If creating a community is
what the creators of Second Life wanted, that is what they got. Second Life is
now a digital archipelago, boasting over 13 million residents spread out over
twelve hundred square kilometres of virtual land (Linden Lab, 2008). Residents
in Second Life can 'teleport' themselves from one island to another,
book-marking their favourite stops while making and inviting friends to join
them.
Becoming a resident is a straightforward process. All a
prospective member must do is go to the Second Life website, download the
program (assuming their computer meets) and then create an account. Once this
is done, the new resident establishes him/herself by creating a 3-D avatar and
selecting a name. Second Life residents can edit their physical appearance and
clothing to their likings, walk, run, swim, fly, dance, and even drive cars and
boats with their avatars. Not only that but residents can even shop and build,
buy and sell land and property on Second Life.
This latter function has
meant that Second Life has become a booming business. While there are no
immediate financial obligations in joining Second Life, not everything there is
free. There are restricted private islands and events on Second Life. Residents
can buy items and accessories for their avatars ranging from clothing to cars
to scuba diving equipment even. At the same time however, residents can also
make money trading on Second Life. Residents can build objects that can be
sold. They can buy and sell property and even set up their own businesses on
Second Life - where they can offer their services to fellow Second Life
residents. Language teaching is amongst these services readily available on
Second Life.
Economically, Second Life is flourishing. Residents use the
local currency, the Linden dollar, to trade goods and services with each other.
Linden dollars can be bought via the Second Life website in order to
accommodate these transactions, or gain access to restricted areas. There are
currently approximately 270 Linden dollars to one US dollar. In the months of
March and April 2008 alone - almost 5 billion Linden dollars (US$ 20 million)
were recorded in Second Life transactions. With 81 million US$ being exchanged
in 2007, this shows a dramatic increase in average monthly transactions in just
a year (Linden Lab, 2008). |
 Fig. 2.1: Free building lass at SLanguages
2008
 Fig. 2.2: Peru's Second Life 'island'
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4.1
Evaluation - Pedagogical aspects
According to Linden Lab's statistics,
only half of Second Life's currently active users are located in countries
where English is spoken as a first language. Users behind the avatars come from
over a hundred countries with even Antarctica supplying 200 registered
residents! (Linden Lab, 2008) This multicultural background of its residents
makes Second Life a unique case study for language learning.
Computer-mediated communication (CMC) has
become a well-researched development of CALL as it encourages social
interaction through negotiation of meaning and comprehensive input and output
amongst its learners (Yamada & Akhori, 2007). Research has shown CMC to be
an instrumental tool for developing communication skills in language education
(Chapelle & Jamieson, 2008). The technological advancement of MUVE's such
as Second Life give a three dimensional approach to computer-mediated
communication. In addition to text and voice chatting, there is also a visual
component to the learning environment. "Research has shown that content-based
English Language Learning curriculum, immersion in target language
environments, and interaction with target language speakers have positive
effects on language learning." (Zheng, 2006, p 3)
Second Life offers language learners to not
only interact and communicate through voice and text with native speakers of
their target language - but with the added goal of exploring a visually
stimulating new virtual world. This interaction, taking place in real-time, in
a multi-dimensional virtual environment makes the CMC language experience all
the more stimulating for both learners and educators (Cooke-Plagwitz, 2008).
There is also a strong argument that some language learners feel even more
comfortable communicating behind the masks of their avatars. Cooke-Plagwitz
supports this theory:
"Many educators who
employ SL (Second Life) for instruction indicate that communication amongst
their virtual students is livelier and more engaged than in their face to face
classes
This sense of community assists in breaking down barriers to
communication that can exist due to restrictions which exist in text-based
environments and even in face-to-face learning situations." (Cooke-Plagwitz,
2008, p 549)
There are currently
about 200 universities or education institutes operating on Second Life.
Harvard and Stanford Universities have spaces (Second Life.com, 2008). Even the
Dubai Woman's College (DWC) has its own island on Second Life (Golden, 2008) -
where they have, according to E-learning coordinator Mark Karstad, conducted
virtual international exchanges (or 'VIEs') with universities in America.
During his SLanguages 2008 presentation, SL in conservative Societies:
Considerations from the Middle East, Karstad (under the Second Life pseudonym
''Buy Shorts') endorsed the experiment saying, "the teachers who ran the VIEs
said that they (the students) were able to work and demonstrate English
language skills." (M. Karstad, personal communication, May 23, 2008).
SLanguages 2008, the second annual conference
organized by Gavin Dudeney, and put on by the consultants-E, on language
education in virtual worlds, brought together language education practitioners,
learners and researchers - in the form of their avatars, together for a 24-hour
conference on Second Life. Amongst the presenters were developers and
representatives of some of Second Life's most prestigious language institutes.
Some of the most notable of these include Language Lab, Avatar Languages,
English Village, Second Life English, ESL Second Life and International
Language Lessons.
These virtual language
centers operate similarly to real world language schools. Prospective students
find the institute's website and send an email enquiring about their services.
Or they may just teleport themselves to the institutes island were they meet a
representative or are greeted by a 'bot' (programmed avatars), who answer to
FAQs and give links to where they can find additional information (Preibisch,
2008).
Many of the aforementioned schools
offer individual or group sessions with professional native speaking language
instructors. The institutes, some of which even own their own islands, are
equipped with virtual classrooms, conference halls, sometimes discos even. ESL
Second Life offers more grammatically based text-chat lessons as well as
communicative voice-chat lessons, as well as excursions around other Second
Life islands. Avatar Languages, founded by Howard Vickers, takes a thematic
approach to its pedagogy - with classrooms ornamented to suit the theme that
best suits the class. For instance, a classroom may be decorated to resemble a
bank or the inside of an airport (Vickers, 2007). English Village, founded by
Paul Preibisch (or as he's know on Second Life, 'Fire Centaur'), send their
students out on 'webquests', or adventures where they must move around and
teleport from place to place in Second Life, picking up clues or notecards in
order to solve some sort of mystery. Second Life English uses 'holodecks', or
specially designed rooms that can change their inner-environmental surrounding
within and instant to best suit the theme needed for the class (Ruberg,
2008).
Built by Kip Boehn (aka 'Kip
Yellowjacket'), Second Life English also offers classroom spaces for
independent language teacher-residents and advertising boards where they can
promote their services. Instructors are allocated a restricted 'launch pad'
area where they can create multiple-choice grammar exercises, present
PowerPoint slides and decorate as they please. However, Boehn encourages his
teachers to not just stick to the launch pads but to, "
explore all of
Second Life as a potential learning environment." (Boehn, personal statement,
May 15, 2008) |
 Fig 4.1.1 - Gavin Dudeney presenting at
SLanguages 2008
 Fig. 4.1.2: Students from Ukraine, Italy and
Japan interact with native speaking instructors located in
the United States and the United Arab Emirates during one of ESL
Second Life's voice-chat lessons.
 Fig 4.1.3:
An ESL Second Life 'text chat' lesson.
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4.2. Evaluation -
Technological aspects
Technically speaking, Second Life
is considered an MUVE, or multi-user virtual environment. MUVEs in some ways
continued the legacy of digital role-playing games (RPGs) in foreign language
learning. RPGs went online originally in the form of MUDs (Multi User Domains),
which were mainly text-based, before also becoming visually based in the form
of MOOs (Multi-user object oriented) (Walker et al, 2008). While MUVEs may have
developed from MOOs, they are more intricate three-dimensional environments
where users can log on at any time and interact with objects, their
surroundings and others (Walker et al, 2008). Unlike MUDs and MOOs, MUVEs are
not necessarily 'games' but rather, "open social spaces designed as a
simulation of life." (Skyes et al, 2008, p 535)
MUVEs use a modelling
language called Virtual Reality Modelling Language (VRML). VRML has allowed
programmers to develop 3D virtual worlds in which users can move around in,
objects that can be seen or tampered with from any angle and characters, in the
form of humans, animals or creatures - that can interact with each other (Owen,
H., 2006). VRML is a little similar to HTML in the sense that it is a modelling
language that interprets commands written in text. VRML supports JAVA,
JavaScript, animation and sound. As it embodies interactive vector graphics,
VRML differs from HTML because its objects must be placed using X, Y and Z
coordinates (HTML Center, 2007).
When an avatar moves from one
geographic area to another, it is actually being transported between processors
or servers. This is because each of Second Life's geographical areas runs on
separate simulations, or 'sims', which are run on separate processors on a
server (Wagner, 2007). The state of the art 3-D graphics means that Second
Life's technical requirements are not always compatible with all computer
systems. An NVIDIA 6000 Graphics Card series or higher, or specific ATI
Graphics Card series are suggested in order to run Second Life. There's a long
list of graphics card brands that will not be compatible with Second Life.
Second Life will not function with dial-up Internet, and Windows XP and Vista
(Mac OS X 10.4.3 or better) are the recommended operating systems for affective
running. While the minimum required computer processor speed and memory space
is 800 MHz / 512 MB - 1.5 GHz / 1 GB is recommended (Secondlife.com, 2008).
Second Life also has a tendency to crash or freeze at inconvenient
times, something else that needs to be taken into consideration when
implementing the program into the language-learning classroom. This is an issue
that its developers are currently working on improving. Second Life could
previously hold up to 100,000 users simultaneously. To improve its performance
with its users, Linden Lab is currently trying to increase this threshold so
that tens of millions of users can be simultaneously logged on at once (Wagner,
2007).
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5.1
Integration
If technological requirements are not a
problem, there are many different ways in which Second Life can be implemented
into the language classroom. A lot depends on how much an institution wants to
dedicate to Second Life. A university or multi-discipline educational institute
may want to own their own island on Second Life The Dubai Woman's College not
only uses Second Life for EFL purposes but also for hospitality management,
economic studies, and to perform X-ray simulations and medical and health
demonstrations amongst other things (Golden, 2008). If an EFL department,
institute, group of instructors or individual instructor has long-term goals
with Second Life, a purchase, or rental of some space - such as Second Life
English's launch pads would be beneficial. Through private space - interactive
grammar quiz templates can be produced, PowerPoint presentations can be
delivered, posters and notecards displaying texts can be exhibited, even song
lyrics or video transcripts can be handed out, accompanied by their audio or
video streams (see figs. 5.1 & 5.2). For the more technically savvy
teachers, holodecks or rooms designed demonstrating a particular theme can even
be created (Maney, 2008).
Buying and maintaining property in Second Life
can be an expensive course of action. The smallest 16-acre island can cost up
to $1,675 for an initial purchase (although there are discounts for certified
educational institutes) and maintenance fees wind up costing about $300 a month
(Cooke-Plagwitz, 2008). A cheaper, and perhaps even more affective way of using
Second Life is to simply utilize the public spaces, tools and services offered
to residents. There are plenty of places to explore on Second Life that can
lead to beneficial language-learning exercises and classroom discussions. These
so called 'excursions' can be beneficial to both educators and learners.
"Language educators who wish to work within Second Life will find that the
possibilities offered by the application are seemingly endless
."
Plagwitz-Cooke argues, "
. Language learners have an almost infinite
variety of surroundings and avatars to describe." (Plagwitz-Cooke, 2008, p
550)
An educator may choose to take their students on a 'virtual field
trip' to Moscow or New York - while the students describe the things they see
and how they are similar and different from their real world. Virtual
historical monuments, such as Mexico's Chichen Itza (developed by the Mexican
Tourism Board) come fully equipped with information booths displaying notecards
containing text about the monuments they represent. A teacher may send students
to a site looking for answers to a set of questions, such as those listed
below. Answers can be obtained through reading notecards, or communicaing with
other users, or Bots via text or voice (See Figs. 5.3 &
5.4).
Examples of questions used for Chichen Itza site: 1) "Who
built Chichen Itza?" 2) "What is a 'Cenote'? How many are remaining and
what is the name of one of them?" 3) "What was Chichen Itza trying to
become on 07/07/07?"
Example of answers: 1) "Chichen Itza
was first built by the Mayans." 2) "A Cenote is a water hole. There are two
remaining. One is called "Cenote Sagrado" (Sacred Cenote)." 3) "Chichen
Itza was trying to become one of the Seven Wonders of the World."
One of the advantages of Second Life is that the
communicative experiences learners are subjected to are generally entirely
authentic. Notecards, texts or whatever scripted instructions they may read
usually have not been designed for language learners. Also they get a chance to
converse with random native English speakers. This also presents a slight
disadvantage, as there is no telling whom they might meet or they'll talk
about. There is also no control over what places learner might visit, see or
read. There is a hope/fear that some learners may take their Second Life
learning experience outside the classroom and continue their virtual reality
life long after the course has finished. For this matter, it is important that
an instructor explains this thoroughly to their students, perhaps even having
them sign sort of a waiver to avoid any liabilities. (Cooke-Plagwitz, 2008)
|
 Fig. 5.1: A multiple grammar choice exercise
on Second Life English (developed by Kip Boehn)
 Fig 5.2:
reading lyrics by text while audio plays in
background.
 Fig 5.3: Chichen
Itza
 Fig 5.4: Utilizing notecards for a Second Life
activity exposes learners to authentic texts. |
5.2 Integration -
Lesson Plan
Aim
|
To discuss
different ways to help the environment. Grammar focus: making suggestions /
giving advice / modals |
| Level |
Intermediate -
advanced |
| Time |
75 minutes |
| Preparation |
Hardware Word-processor - minimum
requirements: Internet connection: Cable or DSL Operating system:
2000, XP, or VistaComputer Processor: 800 MHz Pentium III or
Athlon, or betterComputer Memory: 512 MB or moreScreen
Resolution: 1024 x 768 pixels Graphics Card: NVIDIA
GeForce 2, GeForce 4 MX or better OR ATI Radeon 8500, 9250 or better OR Intel
945 chipset
Software Second Life (version
1.19.1.4)
Knowledge Students should have some previous
Second Life experience |
| Procedure |
Pre-computer
work: Teacher splits class into groups of 3-4 and has each group list 10
ways / things we should do to save the environment. Groups discuss their
answers. (15 - 20 minutes)
Computer-work:
Students teleport to "Green Zone". http://slurl.com/secondlife/Grundfos/2/2/0 Students
must walk along the rainbow colored "CO2 line" and collect the following
information: a) List 10 ways you can reduce your carbon footprint. b)
Fly to the two African villages - how are they similar and how are they
different? Find out answers by talking to African villager Bots. c) What is
located at the top of the hill? Read the notecard on the side of the hill. What
kind of energy is this? (30 minutes)
Post-computer
work: Discuss findings with the class in groups. (15
minutes) |
|
 Fig 5.1.1: Students walk the rainbow CO2 line on
the Green Zone Island
 Fig 5.1.2: Talking to African
villager 'Bots'
|
6.
Conclusion
Through MUVEs, the virtual reality classroom
represents an ambitious and remarkable future direction of computer-assisted
language learning. Using Second Life as a case study, we have investigated a
number of ways in which such an environment can be used in educational
settings, most notably language learning. Second Life has plenty to offer
progressive language educators who want to immerse their learners into an
environment where the target language is the communication medium. Not only
that but Second Life integrates the four macro-skills of language learning
while offering a plethora of interactive, visually stimulating environments
that can be traveled to a from simply by the click of a mouse.
To
maximize the benefits of the virtual reality classroom, further research of its
pedagogical implications are necessary (Pederson, 2005). Such research is
currently being conducted, as shown at the recently successful SLanguages 2008
symposium - attended by an ever-expanding community of language-learning
educators, researchers and learners, continuously exploring new ways to develop
language learning in a virtual world. Conferences such as these held entirely
on Second Life, with avatars representing the delegates and attendees - allow
the growing number of Second Life language educators and learners to
collaboratively discuss past educational experiences while further developing
the program's language learning potential. (Vickers, 2007)
Many
e-learning educators already see Second Life as an ideal stage to facilitate
language learning (Cooke-Plagwitz, 2008). Some CALL enthusiasts believe that
MUVEs will not only influence, but also transcend the way we use computers in
language learning. While admitting that Second Life should still be utilized as
merely a 'supplementary' language learning tool for the time being, Second Life
English's founder Kip Boehn foresees the potential impact MUVEs might soon
have. "Virtual worlds will eventually be able to act as stand-alone platforms
for learning." (Boehn, personal statement, May 15) While this statement may
seem to be a bit of an exaggeration, the opportunities multi-user virtual
environments offer are vast - not only for language learning but in many facets
of education.
Second Life's liberal censorship policies and
technological requirements may render its implementation and usability for some
conservatives and digital immigrants. However, we have seen with the Dubai
Woman's College's Virtual International Exchange program how even in some of
the most conservative environments - language learning can still take place
within Second Life. Also, as the rising technological tide lifts all boats,
institutions around the world are foreseeing the needs to keep their
technological apparatus up to date with the latest technological trends. Second
Life may not be the great panacea of educational technology; however, it may
represent, as Vance Stevens says, some sort of "prototype for some future form
of learning." (Stevens, 2006, p 2) However, we have seen that given the correct
implementation - even today, multi-user virtual environments offer many
benefits to both language educators and learners.
|
7.
References
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Cooke-Plagwitz, J. (2008). New Directions
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Derryberry, A. (2007). Serious
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