scholarly journals Integrating intercultural telecollaboration in foreign language learning programmes: The case of video communication and virtual worlds

10.33540/513 ◽  
2020 ◽  
Author(s):  
◽  
Silvia Canto Gutierrez
Author(s):  
Arda Tezcan ◽  
Debbie Richards

Multi-User Virtual Environments (MUVEs) have been found to be engaging and provide an environment in which the elements of discovery, exploration and concept testing, fundamental to the field of science, can be experienced. Furthermore, MUVEs accommodate lifelike experiences with the benefit of the situated and distributed nature of cognition; they also provide virtual worlds to simulate the conditions that are not doable or practicable under real world circumstances making them very relevant to many other fields of study such as history, geography and foreign language learning. However, constructing MUVEs can be expensive and time consuming depending on the platform considered. Therefore, providing the most appropriate platform that requires minimal effort, cost and time will make MUVE deployment in the classroom faster and more viable. In this chapter, the authors provide a comparative study of prominent existing platforms for MUVEs that can be used to identify the right balance of functionality, flexibility, effort and cost for a given educational and technical context. A number of metrics are identified, described and used to enable the comparison. Platform assessment was done in four main metric groups: communication and interaction, characters, features and education. Communication and interaction metrics are used to assess how the communication and interaction is done within the examined platform. Character metrics are employed to measure avatar and agent affordances. Features metrics are defined to compare what the platform offers in terms of technology. Lastly, education metrics are used to identify the value of the associated platform for educational purposes.


Author(s):  
Hélder Fanha Martins

The objective of this chapter is to gain a better understanding of the usefulness of massive multiplayer online role-playing games (MMORPGs) for promoting English as a foreign language (EFL) acquisition. To accomplish this goal, the author analyzed specific categories of interaction occurring between English language learners while playing an online game entitled Eve Online. Previous research has proved that there are positive outcomes on EFL acquisition from the interaction that takes place while playing video games known as MMORPGs. These games immerse players in virtual worlds that are inhabited by hundreds and even thousands of other players, and all are partaking in the game in real time. Learners who choose to play the game in a foreign language are exposed to target language input in a context-rich environment where they can interact with native-speakers and other language learners.


2013 ◽  
Author(s):  
Joshua E. Vanarsdall ◽  
James S. Nairne ◽  
Mindi Cogdill ◽  
Josefa N. S. Pandeirada

2020 ◽  
Vol 35 (2) ◽  
pp. 212-219
Author(s):  
Rasmus Berggren ◽  
Jonna Nilsson ◽  
Yvonne Brehmer ◽  
Florian Schmiedek ◽  
Martin Lövdén

2009 ◽  
Author(s):  
Sandra G. Kouritzin ◽  
Nathalie A. Piquemal ◽  
Robert D. Renaud

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