madison middleverse 2nd life
TRANSCRIPT
Middleverse de Español in Second Life a Virtual Social Space for Language
Acquisi:on
by Maria Alessandra Woolson Spanish& Portuguese Department
Middlebury College, VT
Presented at 2011 NMC Summer Conference Madison Wisconsin June 15-‐18, 2011
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“I never teach my pupils; I only a;empt to provide the condi<ons in which they can learn”
Albert Einstein
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Goals
• ACTFL Na<onal Standards for FL Learning (2000) – Communica<on, Cultures, Connec<ons, Comparisons, Communi<es (the 5 Cs)
• MLA (2007) – acquisi<on of translingual and transcultural competence – approach that addresses mul<ple subject areas
– proficiency to engage in linguis<c and metalinguis<c exchanges
• Middlebury College – language and cultural immersion – integra<on of a mul<-‐disciplinary curriculum in the target language
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The Project
• Immersive 3-‐D space
• Technology integra<on: browser, images, digitalized text, video, 3-‐D modeling, social networking
• Synchronous Chat and voice chat in Real Time • Authen<c linguis<c and cultural se\ngs • Sensory experiences • Ini<ally resembles a video game, but bears no specific goal • Adop<on of Avatar or human/humanoid virtual figure and virtual iden<ty of customizable appearance
• Par<cipants or ‘residents’ can crea<vely model objects and contribute to and conceive the virtual space they will use
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Pedagogical Considera:ons
• Pedagogy preceded technological choice and guided spa<al construc<on
• Designed in alignment with Standards
• Followed extensive use of a variety of technologies through curricular content management system to integrate materials and to further student interac<ons prior to class
• Increased interac<ons in target language • Provides a culturally immersive environment • Interrogates how students construct knowledge in a learning environment that is being transformed by digital technology
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Why Use Virtual Worlds? Because: • we face a genera<on that has entered into a passionate rela<onship with digital technology
• we are mee<ng par<cipants ‘where they already are’, immersed in an age of informa<on technology
• digitalized landscapes may already be impac<ng the way we think about knowledge.
• Using technology in educa<on beyond simple consump<on, may poten<ally promote innova<on
• Defamiliarizing our ways of knowing is inspira<onal • It forces a reconsidera<on of barriers that frac<on informa<on and of how to re-‐integrate learning
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Middleverse de Español • Input meets ac<ve recipients
• Mul<ple sources in Real Time • Virtual iden<ty offers: – par<cipa<on in anonymity
– role-‐play opportuni<es – spontaneous social interpersonal communica<ons
– Increases self-‐correc<on strategies and nego<a<ons through synchronous conversa<on
– Promotes cri<cal thinking and willingness to take linguis<c risks
– Promotes repair moves, experimen<ng lexically and transfer of grammar and syntac<c complexity form their first language
– Authen<c tasks highlights focus on process over product
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Pilot Goals
• Observe features of advancement of specific educa<onal units
• Evaluate environment poten<al for expanding educa<onal space into social space
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Pilot • Site modeled afer photographic images from moderns sec<on of San<ago Chile due to design universality of urban environments
• Cohort included of all sec<ons of 3rd semester Spanish • Students pledged to interact solely in Spanish upon entering the space
• Conceived: – FL acquisi<on to serve mul<ple disciplines
– Guided ac<vi<es mostly interpersonal – Display of student’s crea<ve and analy<cal work
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© Permission to reproduce if authorship is maintained. All other uses contact author
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Outcomes • Promoted dynamic and authen<c interac<ons
• Facilitated collabora<ve work • Encouraged reassessing the manner in which students par<cipate:
– from recep<ve to produc<ve – otherwise re<cent to par<cipate face-‐to-‐face
• Lowering of affec<ve filters impacted: – immediate interac<ons upon arrival to class – Increased in classroom par<cipa<on
– Increased student-‐centered discussions • Helped connect materials to other classes and gathered students from different sec<ons into a community of friends
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Other pedagogical considera<ons immediate to student
• Self-‐inquiry into a sense of self and sense of space • Erasure of distance • Power of presence and agency • Expansion of collabora<ve and individual crea<vity • Addi<onal <me for spoken language prac<ce
• Choice of synchronous and asynchronous ac<vi<es • Increase social interac<on or allow further isola<on
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• Distance educa<on • Presenta<ons and discussions • Simula<ons and role-‐play
• Mul<media design
• Disrupts perceived tradi<onal hierarchy of who teaches and who is taught.
• Risk of mechanizing delivery of informa<on
Implica<ons to tradi<onal educa<on environments
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Poten<al Challenges • Privacy considera<ons • How students construct knowledge through virtual representa<on.
• Implica<ons for learning of – drivers that bring the current genera<on to adopt certain technologies over others
– “too clean” a design that lacks signs of daily use and is visually “cold”: color, shape, unnatural properness
• Students’ percep<on on how they learn vs. how they actually learn
• Interference between marke<ng strategies in design and pedagogical scopes
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Thank you
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