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Mark Peterson, Kyoto University (2011). Towards a Research Agenda for the Use of Three-Dimensional Virtual Worlds in Language Learning   Saeid Farid (MP101394)
3-D virtual worlds: Key features 1- Realistic immersion 2- Multichannel input 3- Personalized avatars
Realistic immersion Pictures are retrieved from:Designing Transient Learning Spaces in Second Life - a case study based on the Kamimo experience by: Deutschman, M., Panichi, L., & Molka-Danielsson, J. (2010)  
  Personalized avatars Pictures are retrieved from:Designing Transient Learning Spaces in Second Life - a case study based on the Kamimo experience by: Deutschman, M., Panichi, L., & Molka-Danielsson, J. (2010)
Hypothesized advantages: 1-   Negotiation of meaning  through interaction with native speakers and peers. 2-Creation of meaningful artifacts= A high degree of engagement 3- Not only text chat but also real-time audio 4- The sense of "being there"  ( Lombard, M. , & Ditton, T.B 1997) 5- The sense of "being there together" (Shroeder, p. 4, 2002) 6- Emotional investment= Enhanced participation, motivation and increased linguistic output 7-Anonymity= Reduction of social context cues i.e. age & status 
Hypothesized issues: 1- Faculty & Learner training = Time consuming 2- Technological requirements i.e modern computers & high-speed network 3- Security concerns i.e unwelcome interlopers "griefers" 4- Creation &  Maintenance  of worlds = challenging for educators due to computer skills 5-Long term financial costs
Significant research findings on the use of 3-D virtual worlds ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Thank you  for your attention

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Peterson 2011 _saeid_farid

  • 1. Mark Peterson, Kyoto University (2011). Towards a Research Agenda for the Use of Three-Dimensional Virtual Worlds in Language Learning   Saeid Farid (MP101394)
  • 2. 3-D virtual worlds: Key features 1- Realistic immersion 2- Multichannel input 3- Personalized avatars
  • 3. Realistic immersion Pictures are retrieved from:Designing Transient Learning Spaces in Second Life - a case study based on the Kamimo experience by: Deutschman, M., Panichi, L., & Molka-Danielsson, J. (2010)  
  • 4.   Personalized avatars Pictures are retrieved from:Designing Transient Learning Spaces in Second Life - a case study based on the Kamimo experience by: Deutschman, M., Panichi, L., & Molka-Danielsson, J. (2010)
  • 5. Hypothesized advantages: 1-   Negotiation of meaning through interaction with native speakers and peers. 2-Creation of meaningful artifacts= A high degree of engagement 3- Not only text chat but also real-time audio 4- The sense of "being there"  ( Lombard, M. , & Ditton, T.B 1997) 5- The sense of "being there together" (Shroeder, p. 4, 2002) 6- Emotional investment= Enhanced participation, motivation and increased linguistic output 7-Anonymity= Reduction of social context cues i.e. age & status 
  • 6. Hypothesized issues: 1- Faculty & Learner training = Time consuming 2- Technological requirements i.e modern computers & high-speed network 3- Security concerns i.e unwelcome interlopers "griefers" 4- Creation &  Maintenance  of worlds = challenging for educators due to computer skills 5-Long term financial costs
  • 7.
  • 8. Thank you  for your attention