Reward Models for Active Language Learning in 3D Virtual Worlds
2010 (English)In: Proceedings of the 3rd Int. Conf. on Information Systems and Interaction Sciences (IEEE), Chengdu, China: IEEE , 2010Conference paper (Refereed)
Games are often used as incentive based approaches in learning a foreign language. A common part of DVD based toolkits; for example, include vocabulary, sound clips of the target language, exercises for learners to record their own voice, and games. The games can be matching exercises involving sound, text and images. What is missing from such standalone tools are other active speakers. Chat rooms can somewhat address this, but students often meet other students at the same level. In contrast, the 3D multi user virtual environment (MUVE) of Second Life, also referred to as a virtual world, offers social context that can allow for voice and text communication for language learning, often with native speakers of the target language. Reward models in such social contexts can have greater effect on the engagement and motivation of language learners. This article first presents a literature review of reward models used in learning and teaching in virtual worlds. We secondly identify the elements that need to be included in a reward model for active language learning in Second Life. We describe the stakeholders’ perspectives (educators and students) and suggest how the model should be integrated into the design of the virtual island or “sim” and into a course design.
Place, publisher, year, edition, pages
Chengdu, China: IEEE , 2010.
keywords-virtual worlds; language learning; reward models, motivation
Research subject English
IdentifiersURN: urn:nbn:se:umu:diva-44297ISBN: ISBN: 978-1-4244-7385-4OAI: oai:DiVA.org:umu-44297DiVA: diva2:419966
The 3rd Int. Conf. on Information Systems and Interaction Sciences (IEEE), 23.-25. June 2010, Chengdu