2vid@ as a learning tool


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Virtual Worlds offer the potential to engage learners at higher levels, but as a teacher it's important to understand HOW and WHY Virtual Worlds are so engaging and also cause some caution.

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  • 2vid@ as a learning tool

    1. 1. 2VID@ as a language tool
    2. 2. How do you teach English ?
    3. 3. I’m not going to tell you how to do your job!! … . because…. You probably know better than me how to .
    4. 4. How can you teach English with Second Life?
    5. 5. H ow can you teach A LANGUAGE with Second Life?
    6. 6. What is “Second Life”? Second Life – a MUVE, or multi-user virtual environment. It's not a game. It's a tool Can be used for a game. Can play.
    7. 7. effect
    8. 8. It's not the only one.....
    9. 9. Find and use technologies that meet the needs and goals of the course and your comfort level – not all tools are for everyone or every purpose, just because they are popular or novel. REMEMBER
    10. 10. see 'Second Life' itself as a classroom
    11. 11. WHY teach A LANGUAGE with Second Life? Or other 3D Virtual World?
    12. 12. http://www.youtube.com/watch?v=_A-ZVCjfWf8
    13. 13. Let me show you something!
    14. 14. Tools inworld Inventory Gestures Mini-map Friends Online Chat Building Movement Avatar Voice System
    15. 15. · Chat text from each student can be exported, saved, analyzed . · Group IM (instant messaging) – allows a lifeline when out interviewing others in SL (like an expert or advisor in an earpiece) · Translating metaphorical ideas · Role Playing · Building , testing , synthesizing theoretical models (e.g., customer traffic flow, chemical molecules) · Recreate works from literature to build understanding (e.g., Dante’s levels of hell, science fiction/fantasy recreations or interpretations) · Critique and parody · Sharing and presenting works to hundreds, rather than only the instructor or single class · Student-generated schizophrenia simulator · C o-researcher / Co-creator Educational uses and applications of Second Life:
    16. 16. Immersive
    17. 17. W hen describing a deeply absorbing experience -based situation. La nguage education where only the target language for learning is spoken in an instructional situation. W orld of digital game playing where gamers become so engaged in their virtual world that all else is excluded. Second Life, by way of total immersion, engages in all three styles of immersion learning. Immersion learning is used in the next contexts:
    18. 18. engagement engrossment total immersion Levels of involvement in immersion learning
    19. 19. Communicative
    20. 20. Interactive and social
    21. 21. User as co-creator
    22. 22. Social Network
    23. 23. http://www.youtube.com/watch?v=O2jY4UkPbAc
    24. 24. Participants are able to undertake a variety of tasks through target language interactions .
    25. 25. And also employed transactional communication and interactive strategies.
    26. 26. The use of avatars facilitate learner interaction management during real time computer-mediated communication. http://www.youtube.com/watch?v=OrAHBk4ZAeQ
    27. 27. We can design innovative 3D virtual experiences with Second Life.
    28. 28. Example,
    29. 29. Future Tibetan in Second Life http://www.youtube.com/watch?v=0nEVL3zwrI4&feature=related
    30. 30. Games
    31. 31. Simulation game conducted in Second Life. It allows the players to interactively "change" the structure and outcome of the game. Students are able to stake claims, claim jump, experience risks and rewards, create entrepreneurial businesses and develop social relationships. Students form mining teams and work together to acquire the maximum amount of gold in the time allowed. In addition, all players must complete mandatory tasks prior to the end of the game in order to qualify as a winning team. Choices they make as a team allow them to move closer to successfully winning the game. Simulation Games
    32. 32. Role-Playing
    33. 33. Gymkhana
    34. 34. http://www.youtube.com/watch?v=TMGR9q43dag&feature=related
    35. 35. <ul><li>Collaboration </li></ul><ul><li>Creativity </li></ul><ul><li>Authenticity </li></ul><ul><li>Community -- around the content; they try much harder – </li></ul><ul><li>“ recreate it for the web” </li></ul><ul><li>Engagement – students are engaged in participatory </li></ul><ul><li>explorations </li></ul><ul><li>Social </li></ul><ul><li>Local/Global – local issue becomes global and vice versa </li></ul><ul><li>Immediate – instant experiences; questions researched and </li></ul><ul><li>answered quickly </li></ul><ul><li>Participatory -- not just a consumer; students become </li></ul><ul><li>knowledge creators/synthesizers </li></ul>Benefits
    36. 36. HARDWARD REQUIREMENTS .. really high. COMPUTER CRASHES ...get on your nerves. BUT...
    37. 37. The NEVER ENDING STORY ...for exploration and understanding functionality. You learn about Second Life being there and experiencing things by yourself. The problem is: In our real world of instant everything, you generally don't have a second time for Second Life. &quot; As in real life, you learn to &quot;live&quot;Second Life by living &quot;
    38. 38. in the areas of access , functionality , applicability . LIMITS For instance, individuals who are under eighteen , have impaired vision or motor skills , lack computer access or skills will have difficulty using Second Life. In addition, technical problems with Second Life, its inadequate search function , and the lack of an interface between Second Life and the World Wide Web limit its usability. Finally, Second Life does not work well for some subjects and class activities .
    39. 39. English-language instructors who spend time with students there say they're combining fun and learning --and getting excellent results.
    40. 40. Lessons include role plays , speaking , listening , reading , writing and doing . Lessons make full use of being in a situation, so the English you learn and practice is exactly what you use in real life.
    41. 41. Offer a wide variety of places (offices, theatres, cafés...) where students interact with native speakers...
    42. 42. Kip Boahn, who has co-led a real-life English-language school in Germany for the last eight years, has become passionate about teaching in &quot;Second Life.&quot; As &quot;Kip Yellowjacket,&quot; Boahn started teaching ESL to fellow &quot;Second Life&quot; players back in 2006. Originally from North Carolina, Boahn got his start in the game with a group called The English Village, but has now built his own ESL center. &quot; Second Life English ,&quot; is a virtual island entirely dedicated to providing free online resources to language teachers and students .
    43. 43. Are you going to use Second Life's immersive environment to teach residents foreign languages?
    44. 44. Teacher, do you have an avatar?
    45. 45. Press F2
    46. 46. Strategic Consultant in Learning Innovation AureA Memotech http://aureamemotech.wordpress.com [email_address] You can find me in...