Paul Sweeney, paul@eduworlds.org http://www.eduworlds.org SLanguages 2009 http://www.slanguages.net
Overview Value of recreating the 'traditional' classroom in a MUVE Different phases of 'classroom deconstruction over 18 months in Languagelab Role of the teacher / guide / instructor / facilitator in supporting semi formal and informal learning Changing student expectations Guidelines for good practice Reality check 1 Teaching / learning spaces The classroom space The city space The suggestive space The functional space The thematic functional suggestive space The fun and leisure space The game space The simulation space The Classroom Space What? Business English course Language input +Soft skills+ Fieldtrips + team building Where: Classroom The City Space What? Exploration of different city locations for themed classes Where? School, sports field, theatre, cinema, restaurant, art gallery .. The Suggestive Space What? General English adults. Most material developed CEF B1, B2 Conversation class aimed to build on student reactions to a particular space whatever discussion arose depending on student experiences, culture, perception etc. Very open ended and non prescriptive. e.g. life experiences, art
Where? Garden, beach, riverbank, hotel, art gallery, campfire, park The Functional Space What? Material based on CEF ALTE Social & Tourism descriptors approx 2 x 90 minute lessons per descriptor per level. Most material developed B1, B2 Main focus on oral + listening skills. Where? Airport, hotel, dry cleaners, restaurant, bar, post office, bank, martian temple, residences The Fun & Leisure Space What? programme of: talks by invited artists & students TV style language quiz show obstacle course style game show format TV interview format Where? Theatre / TV studio Quiz, obstacle course, ice rink The Thematic Functional / Suggestive Space What? General English adult, B1 & B2 Functional / tasked based within a classroom paradigm Narrative-structured syllabus e.g. Holidays took students from holiday planning to catching the plane, arrival, checking in & sightseeing @ 2 X 90 min classes per week) material per level Broader range of skill and language input Where? Garden, beach, riverbank, hotel, art gallery, campfire, park, airport, hotel, dry cleaners, restaurant, bar, post office, bank, martian temple The Game Space What? Teacher co-ordinated but not teacher led sequence of tasks related to an ALTE CEF descriptor drawing on game-based principles. Where? Tourist office (& tours), bank
The Simulation Space What? Classes are reporting teams for English City newspaper. Decide on choice of / approach to articles. Prepare collaboratively. Where? City News offices, other admin spaces All SL for research The Formal & Informal Space What? Undisguised input, skills work, preparation, support, feedback Where? What? Location informed tasks using simulation & role play Where?
Reality check 2 Reflection 1: Warburtons typology of 3-D virtual worlds (adapted McKeown, 2007) What Flexible narrative Social world Simulation Workspace Defn. Games (MMPORGs) and serious games Social platforms, 3-D chat rooms and virtual world generators Simulations or reflections of the real 3-D realisation of Computer Supported Collaborative Workspaces-CSCWS e.g, World of Warcraft NeverWinter Nights Ardcalloch Rivercity project Second Life Metaplace Habbo Hotel Sims Online Distributed Observer Network Google Earth ProjectWonderland Olive Open Croquet .. a setting where your story or narrative unfolds within constraints of the rules / goals set by designers. .. elements of both a fictional and physical world. Exists mainly as a place for social interactions to occur .. a close representation of the physical world + governed by the same rules. .. provides a virtual workplace setting for collaborative activity & often includes the necessary tools. You are .. . a character in a role with a defined purpose. .an extension of yourself. . yourself. . yourself. Reflection 2: a checklist of success factors for teaching & learning Language learning as a social event Communication & interaction Real audience - establishing contexts for the use of language with genuine interlocutors who have a real need to interpret what is being communicated and react to it Meaningful learning via authentic tasks Varied input References Warburton,S. 2009 Second Life in higher education: Assessing the potential for and the barriers to deploying virtual worlds in learning and teaching, British Journal of Educational Technology Vol 40 No 3 2009 414426 doi:10.1111/j.1467-8535.2009.00952.x 2009
Canfield, Gonzlez, Guerrero, MacKichan, Palomeque, Speck, Sweeney, - in preparation - Task design for Language Learning in an Embodied Environment, Teaching through Multi-User Virtual Environments - IGI Global
Common European Framework http://www.coe.int/T/DG4/Linguistic/CADRE_EN.asp