205,026 research outputs found

    Designing and Building immersive education spaces using Project Wonderland: from pedagogy through to practice

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    This paper presents work on the JISC funded SIMiLLE project to build a culturally sensitive virtual world to support language learning. This builds on the MiRTLE project (funded by Sun Microsystems), which created a mixed-reality space for teaching and learning. The aim of the SIMiLLE project is to investigate the technical feasibility and pedagogical value of using virtual environments to provide a realistic socio-cultural setting and content for language learning interaction. The paper starts by providing some background information on the Wonderland platform and the MiRTLE project, and then outlines the requirements for SIMiLLE, and how these requirements will be supported through the use of a virtual world based on Project Wonderland. We then present our plans for the evaluation of the system, with a particular focus on the importance of incorporating pedagogy into the design of these systems, and how we can support good practice with the ever-growing use of 3D virtual environments in formalised education

    A mixed-method study of the impact of high-immersion virtual reality on Foreign Language Speaking Anxiety

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    Previous research shows that anxiety about speaking foreign languages is common among foreign language learners. Foreign Language Speaking Anxiety (FLSA) has been studied extensively, but insights into approaches to alleviate it remain limited. Some studies found that immersion in the target-language speaking environment may help to alleviate FLSA, but not every foreign language learner can visit a foreign country or live there for an extended period because of the cost in money and time. High-immersion Virtual Reality (HiVR) appears to offer an alternative to this. Wearing a head-mounted display allows a first-person perspective in a virtual environment while using HiVR. In addition, HiVR provides direct interaction with the environment through gloves or controllers. These features of HiVR technology seem to contribute to a great sense of presence in the virtual environment, which means users may feel as though they are in the real world, and to a high degree of agency in the control of the learning process. The investigation of HiVR in foreign language learning has increased in the last five years, primarily due to decreased cost and technological development of HiVR. However, most studies are on the effects of HiVR on acquiring linguistic knowledge, such as words and expressions, and the impact of HiVR on FLSA remains underexplored. In the field of psychology, HiVR is often used to treat psychological disorders, such as social anxiety disorders, fear of flying and fear of spiders. Therefore, in my study, it was assumed that HiVR may be used to help foreign language learners cope with FLSA. Through a mixed-method experimental design, my study quantitatively examines the change in FLSA levels among four groups of Chinese English as a Foreign Language (EFL) learners (140 students in total, 35 students in each group) before and after an intervention. A nine-session intervention was conducted for each group at a Chinese university, and the learning sessions were designed with a different combination of two learning environments (HiVR or classroom) and two learning approaches (situated learning or teacher-centred learning). The FLSA levels were measured from two perspectives: general FLSA via a Likert scale and specific FLSA via a self-rating of anxiety levels during a two-way role-play speaking test. The statistical results indicated that students’ general FLSA did not change after the intervention in each group, but FLSA levels in the role-play speaking tests decreased significantly in each group. According to students’ responses in the open-ended questionnaires, the main reason for the decrease in FLSA levels in the speaking tests appears to be the fact that they were given more practice in role-play tasks during the intervention rather than the use of HiVR per se. According to the quantitative results, neither HiVR nor situated learning resulted in statistically significant decreases in FLSA levels compared to traditional classroom or teacher-centred learning. Even so, the qualitative results showed that most participants felt positive about HiVR and its potential to alleviate FLSA. The positive perceptions of using HiVR to cope with FLSA included that HiVR provided an authentic and low-anxiety environment, increased learning engagement, and offered more language practice opportunities. Similar opinions were noted regarding the advantages of HiVR in oral English learning, although some disadvantages related to hardware and learning efficiency were reported. According to the qualitative analysis in my study, task repetition and pleasant experiences played significant roles in alleviating FLSA among Chinese EFL learners. When using HiVR to address FLSA, it is worth considering the learning approaches underlying the learning design in HiVR as well as the use of the main learning affordances of HiVR (such as presence and agency) to enhance positive emotions and engagement in the learning process

    A case study on how language learning strategies are fostered in an EFL chilean classroom context

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    Tesis (Profesor de Inglés para la Enseñanza Básica y Media y al grado académico de Licenciado en Educación)This mixed-methods case study attempted to explore how Language Learning Strategies (LLS) are fostered within a secondary level Chilean EFL public school context, based on a teacher’s pedagogical actions. Through empirical observation, task analysis, and an interview, this thesis intended to unveil the rationale behind the predominance of certain LLS at expense of others. Previous studies and literature served as a reference to later on determine potential cohesion between background records and first-hand evidence, which proved to be in relative alignment. Accordingly, this paper looked forward to extrapolating thoughts and assumptions the teacher had about that strategy-fostering bias with objective information evidenced through the development of the tasks carried out during the observation period. The results drew a tendency placing Memory strategies among the rest as the most fostered category, whereas Compensation befell to be the least favored LLS category overall.El propósito de este estudio de caso con un enfoque de investigación mixto fue explorar el desarrollo de la promoción de Estrategias del Estudio de la Lengua (Language Learning Strategies) dentro de una clase de Inglés como Lengua Extranjera (EFL) en un curso/nivel de educación secundaria inmerso en el contexto de un establecimiento educacional público chileno basado en las acciones pedagógicas del profesor a cargo. A través de observaciones empíricas, análisis de actividades y una entrevista, la intención de esta tesis fue develar la lógica tras la predominancia de ciertas Estratégias del Estudio de la Lengua en desmedro de otras. Varios artículos, tesis y otros tipos de documentos literarios sirvieron como referencia para posteriormente determinar la cohesión entre estos precedentes y la evidencia empírica recolectada, la cual ha probado estar en relativa concordancia. Por consiguiente, este documento buscó extrapolar la subjetividad de las reflexiones y suposiciones que el profesor-muestra del caso en cuestión fue capaz de dilucidar respecto a la tendencia a parcializar la promoción de ciertas estrategias con información objetiva obtenida a través del análisis de las instrucciones y actividades desarrolladas por el profesor durante el periodo de observación. Los resultados arrojaron tendencias favoreciendo a las estrategias de Memoria por encima del resto como la categoría más fomentada, mientras que las estrategias de Compensación resultaron ser aquellas con menos rodaje

    Relevance of Linguistic Landscape to Intercultural Competence Development in the context of Situated Learning

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    Udostępnienie publikacji Wydawnictwa Uniwersytetu Łódzkiego finansowane w ramach projektu „Doskonałość naukowa kluczem do doskonałości kształcenia”. Projekt realizowany jest ze środków Europejskiego Funduszu Społecznego w ramach Programu Operacyjnego Wiedza Edukacja Rozwój; nr umowy: POWER.03.05.00-00-Z092/17-00

    The Limited Effect of Graphic Elements in Video and Augmented Reality on Children’s Listening Comprehension

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    There is currently significant interest in the use of instructional strategies in learning environments thanks to the emergence of new multimedia systems that combine text, audio, graphics and video, such as augmented reality (AR). In this light, this study compares the effectiveness of AR and video for listening comprehension tasks. The sample consisted of thirty-two elementary school students with different reading comprehension. Firstly, the experience, instructions and objectives were introduced to all the students. Next, they were divided into two groups to perform activities—one group performed an activity involving watching an Educational Video Story of the Laika dog and her Space Journey available by mobile devices app Blue Planet Tales, while the other performed an activity involving the use of AR, whose contents of the same history were visualized by means of the app Augment Sales. Once the activities were completed participants answered a comprehension test. Results (p = 0.180) indicate there are no meaningful differences between the lesson format and test performance. But there are differences between the participants of the AR group according to their reading comprehension level. With respect to the time taken to perform the comprehension test, there is no significant difference between the two groups but there is a difference between participants with a high and low level of comprehension. To conclude SUS (System Usability Scale) questionnaire was used to establish the measure usability for the AR app on a smartphone. An average score of 77.5 out of 100 was obtained in this questionnaire, which indicates that the app has fairly good user-centered design

    The Virtual University and Avatar Technology: E-learning Through Future Technology

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    E-learning gains increasingly importance in academic education. Beyond present distance learning technologies a new opportunity emerges by the use of advanced avatar technology. Virtual robots acting in an environment of a virtual campus offer opportunities of advanced learning experiences. Human Machine Interaction (HMI) and Artificial Intelligence (AI) can bridge time zones and ease professional constraints of mature students. Undergraduate students may use such technology to build up topics of their studies beyond taught lectures. Objectives of the paper are to research the options, extent and limitations of avatar technology for academic studies in under- and postgraduate courses and to discuss students' potential acceptance or rejection of interaction with AI. The research method is a case study based on Sir Tony Dyson's avatar technology iBot2000. Sir Tony is a worldwide acknowledged robot specialist, creator of Star Wars' R2D2, who developed in recent years the iBot2000 technology, intelligent avatars adaptable to different environments with the availability to speak up to eight different languages and capable to provide logic answers to questions asked. This technology underwent many prototypes with the latest specific goal to offer blended E-learning entering the field of the virtual 3-D university extending Web2.0 to Web3.0 (Dyson. 2009). Sir Tony included his vast experiences gained in his personal (teaching) work with children for which he received his knighthood. The data was mainly collected through interviews with Sir Tony Dyson, which helps discover the inventor’s view on why such technology is of advantage for academic studies. Based on interviews with Sir Tony, this research critically analyses the options, richness and restrictions, which avatar (iBot2000) technology may add to academic studies. The conclusion will discuss the opportunities, which avatar technology may be able to bring to learning and teaching activities, and the foreseeable limitations – the amount of resources required and the complexity to build a fully integrated virtual 3-D campus. Key Words: virtual learning, avatar technology, iBot2000, virtual universit

    Factors that affect motivation towards english language acquisition in seventh grade students of a public elementary school in Parral

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    Tesis (Magíster en la enseñanza del inglés como lengua extranjera)The research presents the results of the identification and analysis of factors that characterize the motivation for the English Foreign Language Acquisition of seventh year students who belong to a Public Elementary school of Parral, seventh region, Maule in Chile. To investigate the factors that influence students’ motivation a mixed method research was carried out. The data was collected and analysed through qualitative approach and organized and presented in a quantitative manner represented by graphics. The information was compiled by two previously validated instruments, which consisted of a questionnaire for the teachers of the different subjects of the class and the psychosocial team who works with the students. A personal interview was applied to each student. Two major conclusions were obtained from the results of the analysis of the data collection; firstly students present a lack of motivation towards the subject of English as a Foreign Language as a product of the sociocultural environment in which they are immersed, secondly learners are exposed to language learning from puberty and not from the beginning of their first learning stages as postulates the Critical Period Hypothesis (CPH).La investigación presenta los resultados de la identificación y análisis de los factores que caracterizan la motivación hacia la adquisición del inglés como lengua extranjera de alumnos de séptimo año básico pertenecientes a un colegio básico y público de la comuna de Parral, séptima región del Maule en Chile. Para investigar los factores que inciden en la motivación de los estudiantes se utilizó un enfoque mixto tanto cualitativo para la recolección y análisis de los datos y cuantitativo para la organización y presentación de la información representada en gráficos. La obtención de la información se hizo mediante dos instrumentos previamente validados, los cuales consistieron en un cuestionario para los profesores de los diferentes sectores de aprendizaje del curso y para el equipo sicosocial que trabaja con los estudiantes. Una entrevista personal fue aplicada a cada alumno. Dos grandes conclusiones se obtuvieron del resultado del análisis de la recolección de datos; la primera es la falta de motivación de los alumnos hacia la asignatura de inglés como lengua extranjera producto del entorno sociocultural en el cual están inmersos y la segunda es que los alumnos son expuestos al aprendizaje de la lengua desde el inicio de la pubertad y no desde sus primeras etapas de aprendizaje como postula la hipótesis del período crítico

    Reflections on the use of Project Wonderland as a mixed-reality environment for teaching and learning

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    This paper reflects on the lessons learnt from MiRTLE?a collaborative research project to create a ?mixed reality teaching and learning environment? that enables teachers and students participating in real-time mixed and online classes to interact with avatar representations of each other. The key hypothesis of the project is that avatar representations of teachers and students can help create a sense of shared presence, engendering a greater sense of community and improving student engagement in online lessons. This paper explores the technology that underpins such environments by presenting work on the use of a massively multi-user game server, based on Sun?s Project Darkstar and Project Wonderland tools, to create a shared teaching environment, illustrating the process by describing the creation of a virtual classroom. It is planned that the MiRTLE platform will be used in several trial applications ? which are described in the paper. These example applications are then used to explore some of the research issues arising from the use of virtual environments within an education environment. The research discussion initially focuses on the plans to assess this within the MiRTLE project. This includes some of the issues of designing virtual environments for teaching and learning, and how supporting pedagogical and social theories can inform this process

    Identity development through study abroad experiences: Storied accounts

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    This study investigated three Japanese L2 learners who joined a government-funded, short-term study abroad program in the USA during their first year of college. Four years after the program, we interviewed the learners about their overseas experiences. We also asked what they had done during their university years after the program. We then analyzed their accounts to explore participants’ linguistic and personal growth during and after the program. Their stories offered important insights into what short-term study abroad programs should provide: critical experiences that participants embrace through meeting and communicating with new people in L2s for the purpose of mutual understanding. When participants perceived their experiences to be successful and valuable and felt a desire to become a more efficient L2 user, they took actions to improve their L2 skills in relation to other life goals after returning home. Furthermore, their L2 identities are likely interwoven with their current and aspiring personal identities. As such, their stories are self-development trajectories and evidence of L2-learning-mediated personal growth through social interaction. We propose that short-term study programs: (a) avoid an exclusive focus on L2 learning on-site, (b) include ample opportunities of meaningful social interaction, and (c) target first-year students.
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