Virtual World Language Learning
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Virtual World Language Learning
Virtual worlds are playing an increasingly important role in education, especially in language learning. By March 2007 it was estimated that over 200 universities or academic institutions were involved in Second Life (Cooke-Plagwitz, p. 548). Joe Miller, Linden Lab Vice President of Platform and Technology Development, claimed in 2009 that "Language learning is the most common education-based activity in Second Life". Many mainstream language institutes and private language schools are now using 3D virtual environments to support language learning. History Virtual worlds date back to the adventure games and simulations of the 1970s, for example Colossal Cave Adventure, a text-only simulation in which the user communicated with the computer by typing commands at the keyboard. These early adventure games and simulations led on to MUDs (Multi-user domains) and MOOs (Multi-user domains object-oriented), which language teachers were able to exploit for teaching foreign languages a ...
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Virtual World
A virtual world (also called a virtual space) is a computer-simulated environment which may be populated by many users who can create a personal avatar, and simultaneously and independently explore the virtual world, participate in its activities and communicate with others. These avatars can be textual, graphical representations, or live video avatars with auditory and touch sensations. Virtual worlds are closely related to mirror worlds. In a virtual world, the user accesses a computer-simulated world which presents perceptual stimuli to the user, who in turn can manipulate elements of the modeled world and thus experience a degree of presence. Such modeled worlds and their rules may draw from reality or fantasy worlds. Example rules are gravity, topography, locomotion, real-time actions, and communication. Communication between users can range from text, graphical icons, visual gesture, sound, and rarely, forms using touch, voice command, and balance senses. Massively multi ...
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OpenSimulator
OpenSimulator is an open-source server platform originally launched in 2007 for hosting virtual worlds and metaverse environments. It is largely compatible with the virtual world ''Second Life'' but full compatibility is not a design goal. Features OpenSimulator is written in C# and is designed to be easily expanded through the use of plugin modules. OpenSimulator can operate in one of two modes: standalone or grid mode. In standalone mode, a single process handles the entire simulation. In grid mode, various aspects of the simulation are separated among multiple processes, which can exist on different machines. OpenSimulator uses loadable modules for most of its functionality. These loadable modules can be independently developed to add functionality to the server. OpenSimulator currently uses a modified Second Life protocol for client to server communication, and requires retrofitting to a suitable virtual world viewer (client) in order to connect. Interoperability with S ...
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Holodeck
The Holodeck is a fictional device from the television franchise ''Star Trek'' which uses "holograms" (projected light and electromagnetic energy which create the illusion of solid objects) to create a realistic 3D simulation of a real or imaginary setting, in which participants can freely interact with the environment as well as objects and characters, and sometimes a predefined narrative. In several series, holodecks are an amenity available to the crew of starships. In the series '' Star Trek: Deep Space Nine'', a similar device is referred to as a holosuite, operated by the owner of the space station's bar, Quark, who rents them out to customers. From a storytelling point of view, the holodeck permits the introduction of a wide variety of locations and characters, such as events and persons in the Earth's past, or imaginary places or beings, that would otherwise require the use of plot mechanisms such as time-travel or dream sequences. Writers often use it as a way to pose ...
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Intercultural Learning
Intercultural learning is an area of research, study and application of knowledge about different cultures, their differences and similarities. On the one hand, it includes a theoretical and academic approach (see e.g. Developmental Model of Intercultural Sensitivity (DMIS) by Milton Bennett, Dimensions of Culture by Geert Hofstede). On the other hand, it comprises practical applications such as learning to negotiate with people from different cultures, living with people from different cultures, living in a different culture and the prospect of peace between different cultures. Intercultural learning has generated much interest mainly due to the rise of cultural studies and globalization. Culture has become an instrument for social interpretation and communicative action. Intercultural learning is primarily important in the context of the foreign language classroom. Definition The main goal of intercultural learning is seen as the development of intercultural competence, which ...
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Tandem Learning
Tandem language learning is a method of language learning based on mutual language exchange between tandem partners, where ideally each learner is a native speaker in the language the other person wants to learn. The tandem language learning experience steps away from the traditional learning pedagogy, removing the teacher-student model. Many language schools in the world, organized as TANDEM International, as well as many universities, implement this approach. Background Tandem language learning is available in multiple deliverable teaching practices. The most common type of tandem learning is for both participants to meet in-person, face-to-face (face-to-face tandem). With the emergence of communicative technology in the 1990s, etandem (also called distance tandem) provided a communication bridge via e-mail, allowing partners to practice writing a foreign language. Tele-collaboration places emphasis on cultural integration and intercultural understandings as part of the language-l ...
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Self-paced Instruction
Self-paced instruction is any kind of instruction that proceeds based on learner response. The content itself can be curriculum, corporate training, technical tutorials, or any other subject that does not require the immediate response of an instructor. Self-paced instruction is constructed in such a way that the learner proceeds from one topic or segment to the next at their own speed. This type of instruction is becoming increasingly popular as the education world shifts from the classroom to the Internet. See also * Autodidacticism Autodidacticism (also autodidactism) or self-education (also self-learning and self-teaching) is education without the guidance of masters (such as teachers and professors) or educational institution, institutions (such as schools). Generally, ... * Autonomous learning (other) References Learning methods {{education-stub ...
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Virtual Tourism
A virtual tour is a simulation of an existing location, usually composed of a sequence of videos, still images or 360-degree images. It may also use other multimedia elements such as sound effects, music, narration, text and floor map. It is distinguished from the use of live television to affect tele-tourism. The phrase "virtual tour" is often used to describe a variety of videos and photographic-based media. Panorama indicates an unbroken view, since a panorama can be either a series of photographs or panning video footage. However, the phrases "panoramic tour" and "virtual tour" have mostly been associated with virtual tours created using still cameras. Such virtual tours are made up of a number of shots taken from a single vantage point. The camera and lens are rotated around what is referred to as a no parallax point (the exact point at the back of the lens where the light converges). A video tour is a full motion video of a location. Unlike the virtual tour's static w ...
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English Village
English villages are language education institutions which aim to create a language immersion environment for students of English in their own country. The concept is run as a commercial venture in Spain and Italy, Poland, Hungary, and is quasi-governmental in South Korea (see below). Spain The first English Village experience was in July 2001 in Valdelavilla, Soria, Spain. Valdelavilla has been recreated in cyberspace in the Second Life game, populated by English and Spanish avatars who all have English as a common language. Italy The first Italian English Village was in Umbria in 2005. The current village is in the Umbria region, in the Tevere valley. Poland The first Polish English Village program was launched in 2010 by Angloville and has since spread to a four locations in the East and South West of Poland. Both adult and junior programmes are organized. The second English immersion programme in Poland, AngloBridge, opened in 2016, and courses primarily organised in the ...
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Dogme Language Teaching
Dogme language teaching is considered to be both a methodology and a movement. Dogme is a communicative approach to language teaching that encourages teaching without published textbooks and focuses instead on conversational communication among learners and teacher. It has its roots in an article by the language education author, Scott Thornbury. The Dogme approach is also referred to as "Dogme ELT", which reflects its origins in the ELT (English language teaching) sector. Although Dogme language teaching gained its name from an analogy with the Dogme 95 film movement (initiated by Lars von Trier) in which the directors, actors, and actresses commit a "vow of chastity" to minimize their reliance on special effects that may create unauthentic feelings from the viewers, the connection is not considered close. Key principles Dogme has ten key principles. #Interactivity: the most direct route to learning is to be found in the interactivity between teachers and students and among ...
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Task-based Language Learning
Task-based language teaching (TBLT), also known as task-based instruction (TBI), focuses on the use of authentic language to complete meaningful tasks in the target language. Such tasks can include visiting a doctor, conducting an interview, or calling customer service for help. Assessment is primarily based on task outcome (the appropriate completion of real-world tasks) rather than on accuracy of prescribed language forms. This makes TBLT especially popular for developing target language fluency and student confidence. As such, TBLT can be considered a branch of communicative language teaching (CLT). Background Task-based language learning has its origins in communicative language teaching, and is a subcategory of it. Educators adopted task-based language learning for a variety of reasons. Some moved to a task-based syllabus in an attempt to develop learner capacity to express meaning, while others wanted to make language in the classroom truly communicative, rather than the pseud ...
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Novitas-ROYAL
''Novitas-ROYAL (Research on Youth and Language)'' is a biannual open access peer-reviewed academic journal covering research and critical discussion about all aspects of language, linguistics, applied linguistics, and learning and teaching of foreign languages. The language of the journal is English, with each article including an abstract in Turkish. It is sponsored by the Children's Research Center (Ankara, Turkey). The editor-in-chief is Arda Arıkan (Akdeniz University, Turkey). Abstracting and indexing ''Novitas-ROYAL'' is abstracted and indexed by: * MLA International Bibliography * Linguistics Abstracts * Linguistics and Language Behaviour Abstracts CSA (formerly ''Cambridge Scientific Abstracts'') was a division of Cambridge Information Group and provider of online databases, based in Bethesda, Maryland before merging with ProQuest of Ann Arbor, Michigan in 2007. CSA hosted databases of ... * EBSCO (Education Research Complete) External links * Linguistic ...
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Constructivism (learning Theory)
Constructivism may refer to: Art and architecture * Constructivism (art), an early 20th-century artistic movement that extols art as a practice for social purposes * Constructivist architecture, an architectural movement in Russia in the 1920s and 1930s Education * Constructivism (philosophy of education), a theory about the nature of learning that focuses on how humans make meaning from their experiences * Constructivism in science education * Constructivist teaching methods, based on constructivist learning theory Mathematics * Constructivism (philosophy of mathematics), a logic for founding mathematics that accepts only objects that can be effectively constructed * Constructivist type theory Philosophy * Constructivism (philosophy of mathematics), a philosophical view that asserts the necessity of constructing a mathematical object to prove that it exists * Constructivism (philosophy of science), a philosophical view maintaining that science consists of mental constructs c ...
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