ViTAAL and NIFLAR projects at Slanguages 2009 - Presentation Transcript
Ton Koenraad TELLConsult Rounding off: ViTAAL Starting up: NIFLAR
The ViTAAL Project
GOAL Researching the contribution of 3d MUVEs to Language Education. Focus on oral skills.
Joint project: Schools & Teacher Ed.
The ViTAAL Project
R & D for 3 Activity Formats: 1. Language Village: training & testing
2. Interactive narrative: LanguageQuest
3. Events and Fun Activities
Format 1: Virtual Language Village Pupils
Teachers
Student Teachers & Trainers
Fellow pupils
IRL, what is Languagevillage | Langueville | Sprachstadt ?
RL-simulation with physical props as scenes for everyday communicative situations
Teachers, native or competent speakers take on roles and/or assess.
Target group at 2ndary Schools: mostly beginner to intermediate level (CEFR: A1-A2)
A school-based, yearly event.
Virtual Language Village
Rationale: More practice of oral skills for RL language tasks
Design principles Blended approach: - techer-led f2f sessions & in-world sessions with fellow pupils and student mentors - using additional materials alligned to textbook in use
- in-world assessment training by student teachers
Virtual Language Village: Organisation
Production / Mentor Team A’dam student teachers (n=18)
Materials: paper based prep. activities, CEF Level A1-A2 194 pp.
Participants 2 schools, 1 class each Age: 13-14 Student teacher mentored groups (size: n=3)
Virtual Language Village: technical features
A variety of locations: tourist info, cafeteria, police station, baker’s, village square, pond, student hang-out, etc..
2 bots
‘ professional’ avatars
Voice-enabled, but…
Format 2. SurReal Quest: an interactive detective story
The Interactive Quest
Rationale: Enhance the WebQuest concept using story development and embedding ‘live’ interaction
Design principles
LanguageQuest design criteria
Competitive pupil teams (n=5)
teacher-coached f2f team sessions
in-world meetings with story characters (student mentors)
assessment of (interim) products by teacher
Interactive LanguageQuest: Organisation
Production & Actor Team A’dam student teachers (n=7)
Materials: - Original storyline, - CEF-based inputs & tasks ( A2 – B1) - specifically designed LQuest template
Participants - 1 school, 1 class Age: 16-17 - 1st year student teachers (n=7)
Implementation of experiential learning in teacher ed.
Collaboration with schools is vital
Current module is too demanding: further phasing of curriculum content
Critical trainer’s skills: - coaching student production teams - personal ICT / AW skills
Issues & constraints
Institutional
Hard & Software: Availability 3d browser, capturing software, headsets, VLE…
Curriculum embedded activity
Pedagogy match (staff, materials)
Virtual World Software
ICT skills
Future Developments
Implementation in partners’ curricula
Scaling up (languages, formats, sectors)
Exploitation model (partnership expansion)
Further research: - Promotion of L2 use? - face & content validity of assessments - pragmatics (teaching & assessing) - SLA?
So much about the ViTAAL Project: any questions / comments? For papers see: www.koenraad.info / vrall
NIFLAR Networked Interaction in Foreign Language Acquisition & Research EU project 2009 – 2011
Partners U. Palacky TELLConsult U. Coimbra Coordinator Affiliate partners : U. Nevsky and Novosibirsk Technical University, U. Concepción, 4 sec. schools
NIFLAR Objectives & ambitions
Exploring the added value of video-web communication (VWC) and virtual worlds (VW) to development of communicative and intercultural competence in L2.
Development of design principles for effective L2 tasks
Development, application and evaluation of tasks according to the design principles
Contribute to international research : CMC, ICC, Pragmatics, blended learning
Exploring the added value of VWC and VW
Opportunities for real-life and virtual synchronous communication with native speakers of the target language
Opportunities for creating culture-specific virtual contexts for contextualised communication
Evaluation grid for task design in video-web communication and virtual worlds
Design principles:
For communicative competence in L2 acquisition
For intercultural competence in L2 acquisition
For the application of VWC and VW in L2 acquisition
Video conferencing: ADOBE CONNECT
Design principles for the application of Video Web Communication
Video-web communication:
Personal contact is relevant
Nonverbal interaction is relevant
Only communication partners are present
Visual context outside communication partners is irrelevant
Voice-enabled 3D World
Design principles for the application of 3D Virtual Worlds
Virtual worlds:
Visual context around communication partners is relevant
Context is specifically created or applied for context-specific conversation topics
As in real-life, others might interfere
Contexts might be adapted (simplified, exaggerated) in order to promote awareness and learning
Interaction focused on students
Two target groups:
Foreign language learners of Dutch, Portuguese, Russian and Spanish (also at secondary level)
Pre-service teachers of Dutch, Russian and Spanish
Importance of adequate tasks
Characteristics of appropriate tasks for virtual interaction
Standardised format
Level (CEFR)
Teachers and pre-service teachers designing, piloting and adapting tasks
Research Focus
Interactions: Conferencing & 3D
Tasks
Specific aspects: ICC, pragmatics, negotiation of meaning
Deliverables
A framework for task design
A collection of tasks and scenarios
Guides for: Teachers, Teacher Educators & CMC research
A 3D world & facilities for its future exploitation
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