Professional Documents
Culture Documents
SLanguages 2009 Abstracts
SLanguages 2009 Abstracts
SLanguages 2009 Abstracts
www.SLanguages.net
Writing 101
Iffaf Khan [ Iffaf Ling ]
This talk looks at interactive writing activities in SL
Avalon Learning
Heike Philp [ Gwen Gwasi ]
In January 2009 the AVALON project was awarded EU funding within the Leonardo da Vinci, Transversal
Program. 26 European partners in 8 European countries joined in a development project which will last 2
years. AVALON stands for Access to Virtual and Action Learning live ONline. The partners’ goal is to explore
Second Life for scenario based language learning. A brief 10-min presentation about the latest development
will lead into a discussion as to what scenario based learning really is and how a course for a ‘mobile
worker’ could be designed.
The idea about the mobile worker is, for example, that this person would like to live in a target country (for
example Iceland) in order to work there. To prepare his departure he starts learning the target language and
upon arrival he might be confronted with any of the following situations:
a) a medical emergency
b) looking for a flat
c) bureaucratic paperwork
... apart from needing to go shopping, small talk in a pub and other human needs. For these situations, we
will design a course in Icelandic and all ideas on how to do this are welcome.
Finally we present the project’s further developments. In this context we would like to discuss the definition
of and first ideas for the EU-project Networked Interaction in Foreign Language Acquisition and Research
(NIFLAR, 2009-210). This project aims to develop a pedagogic framework for the design of tasks geared at
optimally exploiting the specific affordances of 3D virtual worlds for the promotion of intercultural
communicative competence.
Second Life Chinese School: Iterative Design for Embodiment and Game Play
Dongping Zheng [ MinnSU Koga ]
In Slanguages 2008, I presented the framework for designing problem-based activities in a virtual world,
Second Life, and outlined how embodied cognition provided an inworld perspective in which learners can be
attuned to an optimal lived in experience during interaction in the game-based Second Life Chinese School.
In this paper I use a design-based research method to systematically examine how new designs change the
environment for interaction with native speakers and among symmetrical interlocutors.
This study stems from data collected during a triad’s one-semester participation in co-questing and role-
playing designed quests in Second Life Chinese School. Using online ethnographic techniques (Erickson,
1986; Hutchins, 1995) and computer-mediated discourse analysis (Herring, 2004), video screen recordings,
in-session and post session semi-structured interviews, and bot-tracked actions data will be systematically
analyzed. The design-based framework will help unfold how the second iterative design cycle came into
action with formative evaluation.
I will also report how beginning Chinese learners develop ability for language use and how identity emerges
with newly recognized affordances on the trajectory of negotiation for meaning and action within the
designed experiences.
Preliminary analysis reveals that static quests in the first cycle served the role of scaffolding learners in
recognizing sentence patterns and solving mini-problems. Tutors played a directing role and learners were
dependent on overt instructions and factual knowledge. Tutors also expressed less excitement than teaching
in a didactic instruction when lessons were prepared by themselves. Second iterative design represented
more of game-like activities that invited learners to undertake quests in buying a gift or searching for a lost
sword, during which non-linear trajectories and real life-like behaviors were demonstrated. Finally I will
make the point that designing for an embodied experience will provide
learners with opportunities in engaging in situated language learning, initiation of turns and creation of new
utterances.
Calisto's Show and Tell: Building An Immersive Environment For Language Learning
James T. Abraham [ Camisto Encinal ]
This presentation will demonstrate some of the innovative ways that the Second Life environment can be
used to create immersive language activities for students. My goal has been to create a virtual study abroad
experience in which students can participate individually, with other students or with their instructor. My
project, San Miguel de Glendale, is an attempt to make this goal a reality. It features many levels of
interactivity from simple click/receive information activities to interactive dialog using artificial intelligence.
Visitors will also be treated to an appearance of Peperito, the talking Mariachi chile pepper HUD that guides
students in San Miguel. Attendees will gain creative new ideas about the types of activities that can be built
using Second Life which can be applied as they seek to develop their own language learning environment.
How Many Points Do I Get for Finding the Volcano?: Toward a New Pedagogy for the Virtual World
Gloria B. Clark [ Gloria Almendros ]
Pedagogy, most would say, has roots in the practical; its feet, so to speak, are firmly on the ground. For
instance, we are concerned with how we get our students to that last day of class with the knowledge that
we feel is necessary for them to have succeeded in our discipline. How do we share that knowledge in the
most efficient, the most direct way? What are the objectives and what is the plotted trajectory to get there?
There are standards to consider, syllabi to follow and outcomes assessment to plan for. Language study is
serious business. Our students often find a classroom that is pre-planned and programmed; the path is laid
out, they need only follow it.
Second Life can change that path, with the many worlds it provides to explore and experience. This new
venture needs a new pedagogy, one that does not depend on overused techniques from the past. Instead of
adapting old methods to this new technology, it is time to re-think our approach. I have been using Second
Life in my Spanish classes for over two years now, and have begun to develop a pedagogy that addresses
the opportunities and needs of students in the virtual classroom. I am now moving to theorize my Second
Life pedagogy and understand its place in the Foreign Language classroom. My presentation will highlight
some of the shared experiences I have enjoyed with students in the basic language classroom and include
my reflections on the pedagogy that supports our course goals.
The presentation will draw on recent blog articles (below) although it will focus on virtual worlds rather than
web 2.0 in general.
- http://www.avatarlanguages.com/blog/dogme-elt-web20-dogme20/
- http://www.avatarlanguages.com/blog/relevance-dogme-web-20/
An Introduction to Scripting
Gavin Dudeney [ Dudeney Ge ]
This practical workshop is designed for those participants who would like to start scripting, but don't know
exactly where to start. We will examine the basics of SL scripting before moving on to apply them in a couple
of useful tools. Full guide and examples will be given out during the session.