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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
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
[object Object],[object Object],[object Object],[object Object]
[object Object],[object Object]
[object Object],[object Object],[object Object]
Popular Virtual Worlds...
[object Object],[object Object],[object Object],[object Object],[object Object]
Sample WoW Environment... Link:  http://www.worldofwarcraft.com/index.xml
[object Object],[object Object],[object Object],“ 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.
[object Object],[object Object],[object Object]
[object Object],[object Object]
[object Object],[object Object]
[object Object],[object Object]
[object Object],[object Object],[object Object]
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
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
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  • 11. Sample WoW Environment... Link: http://www.worldofwarcraft.com/index.xml
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  • 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...