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L2 in E2: Language Learning In Virtual Environments Marvyn A. Mahle TSL 654  ·  July 6, 2010 Computer Assisted Language Learning
What is E2? My acronym...for “Environment 2,” or the next generation, “Web 2.0” electronic framework in which  students will learn L2... L2, a student's second or non-native language, learned rather than acquired
Characteristics of Virtual Worlds... Computer-generated and -controlled interactive environments, usually  networked (Internet), in which users can commune with one another via  cyber personas, typically called  “ avatars” Avatar 1784, "descent of a Hindu deity," from Skt. avatarana "descent" (of a deity to the earth in incarnate form),  from ava- "down" + base of tarati "(he) crosses over."  In computer use, it seems to trace to the novel "Snowcrash" (1992) by Neal Stephenson.  ...from the Online Etymological Dictionary
Sample Avatars in Virtual Worlds... Worlds of Warcraft © ...from getluky.net  Sydenham Crystal Palace on Second Life ...from wordpress.com
Advantages of Avatars & Immersive Environments in L2 Education... Learner can assume a new identity, lowering affective filter, mitigating shyness Vocabulary & language use in vir- tual worlds closely align with that  in classrooms (Purushotma, 2005)
Advantages of Avatars & Immersive Environments in L2 Education... To the limits of their time & moti- vation, learners become interacting members of a community, in which they must use a language to function Simulated social interaction helps  “embed vocabulary & grammatical constructions in rich associative  contexts.”  (Purushotma, 2005)
Disadvantages of Avatars & Immers- ive Environments in L2 Education... Although virtual worlds are close copies of the real world, our minds still do not process online 3D spaces in the same ways as those from  reality...”a shared spatial, temporal,  & cognitive environment.”  (Coleman, 2007)
Disadvantages of Avatars & Immers- ive Environments in L2 Education... Cost:  Licenses for an entire class could run into the thousands. Time:  Effective online participation & management could take as much or more time than in-class activities.
Popular Virtual Worlds...
Online Gaming & Massively Multi- Player Online Role-Playing Games (MMORPGs)... Virtually all sites are fantasy-quest  based; players assume roles of heros or heroines, battling for glory and  plunder World of Warcraft (WoW) is most extensive: 11,500,000 worldwide
Sample WoW Environment... Link:  http://www.worldofwarcraft.com/index.xml
Advantages of MMORPGs in  L2 Education... Design of MMORPGs allows for authentic language interaction Teams working toward a common goal reinforce cooperative learning “ Simply by having such an international population together in a virtual community based on communicative interaction, motivated players have access to countless native L2 speakers and tasks to discuss with them -- though much could be done to extend this possibility to encourage shy learners to find and interact with players speaking their L2.”  - Purushotma, 2005.
Disadvantages of MMORPGs in L2 Education... Cost:  Licenses for an entire class could run into the thousands, although some MMORPGs provide free or low cost sites for education. Themes:  “Sword & Sorcery themes of most sites may be too violent for some student populations; limited appeal.
TSL Methods Supported by Virtual Environments... Task-Based Learning:  Users must gather information & solve prob- lems, either individually or in teams; encountered extensively in MMO- RPGs.
TSL Methods Supported by Virtual Environments... Functional/Notional Approach:   Situations in real/virtual life can be  played out in L2, with varying  amounts of help in L1; encountered  extensively in non-gaming virtual environments.
Second Life ® : A Short, Interactive  Tour of  a Virtual Environment Commercial Site Operated by  Linden Labs (2,300,000 Users):   Site is free for typical “residents”  (users); additional features, in- cluding adult content, are available for added subscription fees.
Second Life ® : A Short, Interactive  Tour of  a Virtual Environment Endless possibilities for creating  avatars and interpersonal communi- cation. As in real life, Second Life residents tend to congregate into like-minded groups, living and interacting mostly within common virtual real estate.
Second Life ® : A Short, Interactive  Tour of  a Virtual Environment Tour/Demonstration Goals: Navigate:   http://secondlife.com/ Create account Create avatar Tour “Welcome Island” Save & Exit
References Coleman, D., et al. (2007). Classroom practice: virtual environments. Chap. 26 in Egbert. Egbert, J. (Ed.). (2007). Call environments: research,  practice, and critical issues. Alexandria: TESOL,  Inc. Godwin-Jones, R. (2005). Emerging technologies:  messaging, gaming, peer-to-peer sharing:  language learning strategies & tools for the  millennial generation.  Language Learning  and Technology , 9(1), 17-22.
References Purushotma, R. (2005). Commentary: you're not  studying, you're just...  Language Learning and  Technology , 9(1), 80-96. Thorne, S. (forthcoming). Transcultural  communication in open Internet environments and massively multiplayer online games.  In S. Magnan (ed.), Mediating Discourse Online. Amsterdam: John Benjamins.
Annotated Bibliographies
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“ Good Bye!”, from  Edward Sonata,  my SecondLife avatar...

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Virtual environments

  • 1. L2 in E2: Language Learning In Virtual Environments Marvyn A. Mahle TSL 654 · July 6, 2010 Computer Assisted Language Learning
  • 2. What is E2? My acronym...for “Environment 2,” or the next generation, “Web 2.0” electronic framework in which students will learn L2... L2, a student's second or non-native language, learned rather than acquired
  • 3. Characteristics of Virtual Worlds... Computer-generated and -controlled interactive environments, usually networked (Internet), in which users can commune with one another via cyber personas, typically called “ avatars” Avatar 1784, "descent of a Hindu deity," from Skt. avatarana "descent" (of a deity to the earth in incarnate form), from ava- "down" + base of tarati "(he) crosses over." In computer use, it seems to trace to the novel "Snowcrash" (1992) by Neal Stephenson. ...from the Online Etymological Dictionary
  • 4. Sample Avatars in Virtual Worlds... Worlds of Warcraft © ...from getluky.net Sydenham Crystal Palace on Second Life ...from wordpress.com
  • 5. Advantages of Avatars & Immersive Environments in L2 Education... Learner can assume a new identity, lowering affective filter, mitigating shyness Vocabulary & language use in vir- tual worlds closely align with that in classrooms (Purushotma, 2005)
  • 6. Advantages of Avatars & Immersive Environments in L2 Education... To the limits of their time & moti- vation, learners become interacting members of a community, in which they must use a language to function Simulated social interaction helps “embed vocabulary & grammatical constructions in rich associative contexts.” (Purushotma, 2005)
  • 7. Disadvantages of Avatars & Immers- ive Environments in L2 Education... Although virtual worlds are close copies of the real world, our minds still do not process online 3D spaces in the same ways as those from reality...”a shared spatial, temporal, & cognitive environment.” (Coleman, 2007)
  • 8. Disadvantages of Avatars & Immers- ive Environments in L2 Education... Cost: Licenses for an entire class could run into the thousands. Time: Effective online participation & management could take as much or more time than in-class activities.
  • 10. Online Gaming & Massively Multi- Player Online Role-Playing Games (MMORPGs)... Virtually all sites are fantasy-quest based; players assume roles of heros or heroines, battling for glory and plunder World of Warcraft (WoW) is most extensive: 11,500,000 worldwide
  • 11. Sample WoW Environment... Link: http://www.worldofwarcraft.com/index.xml
  • 12. Advantages of MMORPGs in L2 Education... Design of MMORPGs allows for authentic language interaction Teams working toward a common goal reinforce cooperative learning “ Simply by having such an international population together in a virtual community based on communicative interaction, motivated players have access to countless native L2 speakers and tasks to discuss with them -- though much could be done to extend this possibility to encourage shy learners to find and interact with players speaking their L2.” - Purushotma, 2005.
  • 13. Disadvantages of MMORPGs in L2 Education... Cost: Licenses for an entire class could run into the thousands, although some MMORPGs provide free or low cost sites for education. Themes: “Sword & Sorcery themes of most sites may be too violent for some student populations; limited appeal.
  • 14. TSL Methods Supported by Virtual Environments... Task-Based Learning: Users must gather information & solve prob- lems, either individually or in teams; encountered extensively in MMO- RPGs.
  • 15. TSL Methods Supported by Virtual Environments... Functional/Notional Approach: Situations in real/virtual life can be played out in L2, with varying amounts of help in L1; encountered extensively in non-gaming virtual environments.
  • 16. Second Life ® : A Short, Interactive Tour of a Virtual Environment Commercial Site Operated by Linden Labs (2,300,000 Users): Site is free for typical “residents” (users); additional features, in- cluding adult content, are available for added subscription fees.
  • 17. Second Life ® : A Short, Interactive Tour of a Virtual Environment Endless possibilities for creating avatars and interpersonal communi- cation. As in real life, Second Life residents tend to congregate into like-minded groups, living and interacting mostly within common virtual real estate.
  • 18. Second Life ® : A Short, Interactive Tour of a Virtual Environment Tour/Demonstration Goals: Navigate: http://secondlife.com/ Create account Create avatar Tour “Welcome Island” Save & Exit
  • 19. References Coleman, D., et al. (2007). Classroom practice: virtual environments. Chap. 26 in Egbert. Egbert, J. (Ed.). (2007). Call environments: research, practice, and critical issues. Alexandria: TESOL, Inc. Godwin-Jones, R. (2005). Emerging technologies: messaging, gaming, peer-to-peer sharing: language learning strategies & tools for the millennial generation. Language Learning and Technology , 9(1), 17-22.
  • 20. References Purushotma, R. (2005). Commentary: you're not studying, you're just... Language Learning and Technology , 9(1), 80-96. Thorne, S. (forthcoming). Transcultural communication in open Internet environments and massively multiplayer online games. In S. Magnan (ed.), Mediating Discourse Online. Amsterdam: John Benjamins.
  • 27. “ Good Bye!”, from Edward Sonata, my SecondLife avatar...