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}
}