Social interaction through video- webcommunication and virtual worlds: Designing for ICC in 3D Ton Koenraad, Kristi Jauregi, Silvia Canto, Rick de Graaff, Utrecht University and partners
Social interaction through video-
webcommunication and virtual worlds:
Designing for ICC in 3D
Ton Koenraad, Kristi Jauregi, Silvia Canto,
Rick de Graaff,
Utrecht University and partners
Structure
• Background to NIFLAR
• Design principles
• NIFLAR 3D VLE’s
Task and object driven activities
• Reserach results on added value
• Conclusions
• To enrich and innovate academic programs of foreign languages and make them more rewarding and relevant
Promoting blended learning by the use of two technologies:
– Video web communication (Adobe Connect)
– 3D Virtual Worlds (Second Life / Open SIM)
• To study the added value of implementing networked interactions
Three target groups:
– FL learners at secondary and tertiary levels
– Pre- (in) service teachers
Main NIFLAR objectives :
NIFLAR
• Time span: 1 January 2009 – 31 December 2010
• Partners: Universities of
– Utrecht in the Netherlands
– Granada and Valencia in Spain
– Coimbra in Portugal
– Palacky in Olomouc the Czech Republic,
– Nevsky and Novosibirsk in Russia
– Concepción in Chile
TELL Consult (Netherlands)
Secondary schools, in Spain and The Netherlands
Coordination: Utrecht University
• Target languages: Dutch, Portuguese, Russian & Spanish
EU-Project ‘NIFLAR’• Time span: 1 January 2009 – 31 December 2010
• Partners: Universities of:
– Utrecht in the Netherlands
– Granada and Valencia in Spain
– Coimbra in Portugal
– Palacky in Olomouc the Czech Republic,
– Nevsky and Novosibirsk in Russia
– Concepción in Chile
TELL Consult (Netherlands) http://www.koenraad.info/tellconsult
Secondary schools, in Spain and The Netherlands
Coordination: Utrecht University http://www.uu.nl/faculty/humanities/EN/Pages/default.aspx
Target languages: Dutch, Portuguese, Russian & Spanish
Second Life
Open Sim
Adobe connect
Pedagogical approaches
ConstructivismSecond Language
Acquisition
Task Based Language Teaching
TELL
Task design criteria for:
Example in Second Life:Task
Task 2 People and adventures:
-pre-task & task
-NS & FLL
People and adventures:
-pre-task & task
-NS & FLL
Scenarios:
-Participants meet at a restaurant and have
to decide where to go to on holidays:
winter/summer holidays.
-Go to a hotel (reception/room)
-- Depending on their choice go to the
summer or winter slurl
Scenarios:
-Participants meet at a restaurant and have
to decide where to go to on holidays:
winter/summer holidays.
-Go to a hotel (reception/room)
-- Depending on their choice go to the
summer or winter slurl
Design principles for NIFLAR 3D-VLE
• Objectives for (student) teachers + L2 learners
• Pedagogical principles:
– Pedagogy re ICC-training & assessment
– Blended approach
– Teacher Ed.:
Experiential learning (competence development)
• Analysis of good practice (Warburton, 2009; Molka-
Danielsen & Deutchmann, 2009; Sweeney, 2009; Jauregi et al., 2009; 2010)
• Scalable, sustainable
Reception / Exploratorium
Game SpaceSimulation Space
Open Simulator Platform
VLE
COMPONENTS
Exploratoriumfor cultural info, encounters and events
Simulation Space
for ICC-training & assessment
Game Space
for cultural knowledge quests & games
NIFLAR @ Second Life
Launchroom Virtlantis
NIFLAR @ Second Life
Launchroom & Holodecked Tasks on Virtlantis
Task Example : Discovering Mexico
NIFLAR OS design processfrom first ideas to realisation
NIFLAR OS MegaSim: Four (4) voice-enabled Regions
• Reception
• Spanish SIM
• Asterix Village
+ Projectlandia
NIFLAR OS MegaSIM: 4 regions
Reception SIMProject Home, International Meeting & Communication Area,
Tandem Language Learning Space
Cartoon Puzzler
Info Gap: collaborative problem solving
Talking Lottery BallsInspired by: Talking Dice
• oral proficiency practice with embedded ICC
development goals through symbols & images
that trigger statements and interactions on
personal lives and cultural topics.
Cultural Knowledge Quiz:exchange, discuss, convince, move, apologize…
Asterix Village
3D-visualisation of Third Place concept and
historical dimension (ICC pedagogy)
Asterix village:
PUB + antique tourist artefacts
Asterix: Harbour & Campo Sportivohistorical approach to folk/street games
Spain: Urban area(Valencia design by Nadia Revenga García)
NIFLAR Valencia city
Projectlandia: default scenario & facilities + ad hoc activities &
projects (e.g. Adventures in 3D)
•Projectlandia: Regions for future target groups, e.g. ChinaVillage (holodeck approach)
Projectlandia: French Village
SLOODLE for NIFLAR OpenSim Worlds
• WebIntercom -- links text-chat in-world to a Moodlechatroom
• Quiz Chair -- students can do a Moodle quiz from in-world, and receive audio-visual feedback on their progress
• CultureQuest
• Awards system
Student involvement & CoP development
• Ownership: student profiles / cultural knowledge sharing
• Authorable content objects facilitating blended approach
• Partner consortium
• OS-LingoGrid
Experiences
• Tasks for Dutch, Portuguese, Russian and
Spanish.
• Several pilot experiences in video-web and
Second Life,
• Both with secondary and tertiary learners
• Almost 400 students have participated in the
experiences.
Research issues
Is there any added value of implementing virtual
interaction in language teaching curricula?
1. Students’ perceptions (evaluation of experiences)
2. Meaningfulness of interactions
3. Impact on motivation: Willingness to communicate (MacIntyre et al. 2001)
• Perceived competence
• Communication anxiety
Data sources
• Recorded interactions
• Pre & post oral tests
• Surveys (pre, mid and post)
• Interviews
Results participants’evaluation
• Interactions with pre-service native teachers:
- enhanced learning processes
- contributed to: self-confidence, fluency,
vocabulary, cultural awareness).
• The environments:
- effective for interaction
- strong preference for VWC or SL above other
SCMC tools (chat or audioconferencing).
• Interactions: relevant & fun.
• Tasks: motivating & useful.
Results: Positive impact on motivation
Willingness to communicate (McIntyre et al, 2001) measured
by repeated mid questionnaires;
Comparisons between experimental and control
groups reached significant values for:
• perceived competence in the target language,
• positive attitudes towards talking to native
speakers,
• and decrease of speaking anxiety.
Results: Significant impact on WTC
1 2 3 4 5 6 7
Week
2
3
4
5
Ave
rage
Ans
wer
VC VC VC
VC
VC
VC
VC
SL SL SL
SL
SL
SL
SL
C C C C C C C
Competence
1 2 3 4 5 6 7
Week
2
3
4
5
Ave
rage
Ans
wer
V
V V V V V V
S
S SS
SS
S
C C C C C C C
Like speaking to native speakers
1 2 3 4 5 6 7
Week
2
3
4
5
Ave
rage
Ans
wer
VV
VV
VV
V
SS
S
S
S
S
S
C C C C C C C
Perceived competence
Get nervous talking in the TL
5 point Lykard scale
Conclusions
Pedagogy as the clue for the added value:
• Adequate and balanced integration in the curriculum
• Effective tasks that trigger meaningful interactions in virtual encounters taking into consideration
– the learners’ their needs, styles,
– the affordances of the environment,
Synchronicity might turn out to be a problem: efficient organisation and good communication among partners is critical.
Would you like to know more about
the NIFLAR project?
Read about results in our publications&
Join us at
niflar.ning.com
www.niflar.eu
Thank you for your attention!!