Language learning resources and developments in the Second Life metaverse (bibtex)
by Santiago Dominguez-Noriega, Juan Enrique Agudo, Paula Ferreira, Mercedes Rico
Abstract:
Under the auspices of the 3D virtual platform Second Life, our proposal, centred on the learner capacity to act within online environments, consists of applying innovative ideas for second language acquisition and examines the potential of various pedagogical aspects in the design of tandem English/Spanish language courses for specific professional sectors. To reach this goal, we have created new scenarios and developed applications (e.g., role-play activities in personalised settings, automated avatars/bots, game-based tests adapted to the virtual world, the integration of the Moodle platform in a virtual area, etc.), aimed at exploring these possibilities for language training.
Reference:
Santiago Dominguez-Noriega, Juan Enrique Agudo, Paula Ferreira, Mercedes Rico, "Language learning resources and developments in the Second Life metaverse", In International Journal of Technology Enhanced Learning, vol. 3, no. 5, pp. 496-509, 2011.
Bibtex Entry:
@ARTICLE{dominguez-noriega_language_2011,
  author = {Dominguez-Noriega, Santiago and Agudo, Juan Enrique and Ferreira,
	Paula and Rico, Mercedes},
  title = {Language learning resources and developments in the Second Life metaverse},
  journal = {International Journal of Technology Enhanced Learning},
  year = {2011},
  volume = {3},
  pages = {496-509},
  number = {5},
  abstract = {Under the auspices of the {3D} virtual platform Second Life, our proposal,
	centred on the learner capacity to act within online environments,
	consists of applying innovative ideas for second language acquisition
	and examines the potential of various pedagogical aspects in the
	design of tandem {English/Spanish} language courses for specific
	professional sectors. To reach this goal, we have created new scenarios
	and developed applications (e.g., role-play activities in personalised
	settings, automated avatars/bots, game-based tests adapted to the
	virtual world, the integration of the Moodle platform in a virtual
	area, etc.), aimed at exploring these possibilities for language
	training.},
  doi = {10.1504/IJTEL.2011.042101},
  issn = {1753-5255},
  keywords = {{3D}, automated avatars, bots, course design, English language, game-based
	tests, higher education, Innovation, innovative ideas, Internet,
	language acquisition, language courses, language training, learner
	capacity, learning resources, metaverse, Moodle, online communities,
	online environments, pedagogical aspects, pedagogy, personalised
	settings, professions, role-play, scenario creation, second languages,
	Second Life, software applications, Spain, Spanish language, tandem
	learning, technology enhanced learning, three dimensional, three
	dimensions, universities, University of Extremadura, virtual communities,
	virtual platforms, Virtual Worlds, web based communities, web robots,
	world wide web, {WWW} robots},
  series = {Special Issue - Learning in {3D}},
  url = {http://dl.dropbox.com/u/5022576/P/2011/04Ijtel.pdf}
}
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