madison middleverse 2nd life

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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 1518, 2011 © Permission to reproduce if authorship is maintained. All other uses contact author

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Page 1: Madison Middleverse 2nd life

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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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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