Sie sind auf Seite 1von 4

EYE-SEE-TEA’10

Multimedia authoring tools 3;


Virtual environments and Immersion tools

Introduction
A virtual world is an movements and key- worlds to carry out
a n im a t e d three- strokes issued by the business or leisure ac-
dimensional world cre- user. In simple terms, tivities. Communica-
ated with computer the avatar is a remote tion is usually textual,
graphics imagining controlled character or with real-time voice
(CGI) and other ren- proxy. Some, but not communication using
Inside this issue:
dering software. One all, virtual worlds al- VOIP also possible.
Introduction 1 of the hallmarks of a low for multiple users.
List of virtual worlds 1 virtual world is that a Massively multiplayer
Virtual World in ESL 2 user can interact online games com-
Implementing virtual world 3
within the environ- monly depict a world
ment by virtue of an very similar to the real
Advantages & Disadvantages 3
avatar, or a comput- world, with real world
Conclusion 4 erized character that rules and real-time
References 4 represents the user. actions, and commu-
The avatar manipu- nication. Players cre-
lates and interacts ate a character to
with objects in the vir- travel between build-
tual world by mouse ings, towns, and even

Lists of virtual worlds available:


Best for Kids Best for Teens Muse
Disney's Toontown Coke Studios Second Life
Mokitown Dubit Best for Newbies
Virtual Magic Kingdom Habbo Hotel Coke Studios
Whyville The Manor Dubit
The Palace Habbo Hotel
Playdo Playdo
Second Life for Teens The Sims Online
The Sims Online Whyville
Sora City Yohoho! Puzzle Pirates
Best for Techies
Active Worlds
Cybertown
M ult im e d ia

Virtual Worlds in ESL Classroom


A new approach to learning em- also employs what many people
braces the concepts and models realize that in almost all instances
of learning from experience, by where proficiency is required,
ESL Classroom
immersing learners in interactive that improved performance
3D computer generated virtual requires practice and re- Constructivist

reality environments have been hearsal along with sequen-


employed to enhance the effec- tial learning tasks that en-
tiveness of learning. This new courage and enable the
learning system is based upon learner to engage in suffi- Experiential
experiential learning emphasiz- cient repetition to achieve the learning

ing the special needs of learners desired level of mastery (Knox,


and provides activities that have 1980, p.396). Learning theories
the potential to involve the tells us that experiential learning
whole person in the education takes place when participants are A language teacher can use
process. It differs from the tradi- engaged in tasks that require action virtual worlds for realistic
tional approach; rather than uses and reflection on action, and that communicative situations like
a teacher or instructor to guide students are able to achieve high job interviews and ordering
the learning process, it uses a levels of learning by being actively food from restaurants. Stu-
facilitator. involved in the tasks assigned. dents will interact with class-
mates or animated characters
Many educators and researchers
that help seeing and acting in
(Bricken, 1991, Cromby, Standen,
the virtual world. For exam-
& Brown, 1995.) support the view
ple, in the interview situation,
that virtual reality will afford op-
an interviewee (a language
portunities to experience environ-
learner) will shake hand with
ments which, for reasons of time,
an employee (a 3D animated
distance, scale, and safety, would
character) in a meeting room
not otherwise be available to many
and the employee will start
The learning system underlying young children, especially those
with an interview or with
interactive virtual worlds creates with disabilities (Cromby et al.,
chitchat in the target lan-
experiences that contribute to 1995). This technology will be
guage. If the students make
increase learners’ proficiency by used to explore, create, play and
any mistake, they can review
creating an environment that is learn in virtual environments such
the scene and try again.
closely and related to real world. as crossing roads, talking with
This system of learning ad- strangers, or emergencies. With
dresses repetition and reinforce- this technology, young children
ment that assists the learner in can visit places that would other-
mastering complex tasks by sim- wise be impossible, impractical or
plifying the concept or procedure too dangerous.
to its essential components. It
Eye-see-tea’10

Implementing Virtual Worlds in ESL Classroom


An example of a virtual world that formed by groups and pasted into a
can be used in an ESL classroom is 'group' note which can be passed to
Second Life where an interactive teacher for assessment purposes.
activity can be carried out which • Use chat for inductive teaching of
allows students to work together in “chunks” or grammar. They may later
the virtual space. This is how the teleport to other places where they will be
activity can be carried out: able to apply what they have learnt. The
• Students work in small groups pairs will be invited to share their experi-
(or pairs) to practice key points ence with the class.
based on the notes given to them
beforehand focusing on the topics
they are learning.
• Exercise warm ups like gap
fills, multiple choice or other writ-
ten (quick) assignments can be per-

Advantages and Disadvantages of Using Virtual Worlds in ESL


Advantages Disadvantages
• Helpful in overcoming obstacles of • Requires excellent internet connection.
traditional language classrooms that • Supervision from the teacher alone is
highly rely on textbook and local re- limited; learners may do other things
sources in a limited time. which may lead to negative implica-
• Safe for learners to explore places that tions through misuse and abuse.
may be dangerous for them in real life. • Might cause social isolation due to too
• Supports communication, coordina- much time spent in virtual reality.
tion of actions, and collaboration in
learning activities between many dif-
ferent people at the same time.
E Y E — S E E — T E A ’ 1 0

Conclusion
The integration of technology in education particularly through the creation of virtual worlds
has brought lots of benefit to all involved parties. However, it also has its own drawbacks. Be it
teachers, students as well as parents, the decision for embracing the virtual world as part of the
successful learning experience is nonetheless will shape the future of our education.

References
Beare, K. (2010). About.com. Retrieved January 26, 2010, from ESL in Second Life - Learning English in Secong Life:
http://esl.about.com/od/esleflteachingtechnique/a/l-slife.htm

Jung, H.-J. (2002, October). The Internet TESL Journal . Retrieved January 26, 2010, from Virtual Reality for ESL Stu-
dents: http://iteslj.org/Articles/Jung-VR.html

Virtual Worlds Review. (2006, February 20). Retrieved January 26, 2010, from Virtual Worlds List by Category: http://
www.virtualworldsreview.com/info/categories.shtml

(Jung, 2002)Knox, A. (1980). Proficiency theory of adult education. Contemporary Educational Psychology.5 (4), 378-
404..

Das könnte Ihnen auch gefallen