jtn -3/4 juin 2010 nÎmes l'utilisation des mondes virtuels comme "second life" dans...
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JTN -3/4 JUIN 2010 NÎMES
L'utilisation des mondes
virtuels comme "Second Life" dans la formation linguistique
Luisa Panichi
Université de Pise, Italie
JTN -3/4 JUIN 2010 NÎMES
The AVALON project
• Access to Virtual and Action Learning Live Online
• A two year multilateral and transversal project funded under KA3 (ICT) of the LLP of the EACEA.
• Partnership: 26 European partners• 10 state funded universities
• 16 other public and private organisations
JTN -3/4 JUIN 2010 NÎMES
Experiment with and explore virtual
worlds for language education
Create and test activities
Design and run Language courses
Design and run a teacher training
course
Provide models and best practice guidelines
JTN -3/4 JUIN 2010 NÎMES
Virtual worlds
• MUVE’s (Multi-user virtual environments)• 3 Dimensional: movement• Avatar: a 3D rendering of yourself• Games (role play): The Sims• Gaming: WoW (World of Warcraft)• Socialising and entertainment: Active Worlds,
Second Life• Highly immersive and participatory
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Interest for language education
• Virtual platform for online and distance education
• Complement to face-to-face learning
• Integration with other LMS (sloodle)
• Communication: synchronous, multimodal (text chat; voice chat), streaming (sound and video)
• Creative and representational: Building/cultural artefacts (permanent/non permanent)
• Performative: Avatar
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AVALON Courses
• The Debating course (English B1-B2)
• Business English course (B1-B2)
• The Italian Beginner’s course (A1-A2) “Alzati e cammina”
• German for Beginners
• The Tandem Catering course (Spanish/English)
• North Sami
• Teacher training course
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Models for learning
• Socio-cultural models (i.e. Vygotsky 1978; Lave & Wenger 1991; Wenger 1998)
• Communicative language learning
• Collaborative models
• Learning by doing/Action learning
• Problem-based learning
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Design Process
• What is my philosophy of learning?• Why use SL?• Practical issues (i.e. institution, access,
firewalls, assessment requirements, technical initiation)
• Pedagogic issues (i.e. tasks, authenticity, teacher’s role)
• Feedback
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1. Philosophical Starting Point
Is SL the right environment for my course?
How do we learn?
Do I believe in collaborative
models?
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2. Affordances – What Motivates the Use of SL?
How do I make use of SL and its possibilities?
Should SL be used in combination with other tools?
Do I need synchronous oral communication?
How can SL contribute to the learning experience?
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3. Practical Design Issues
Technical and social initiation, instructions, communication, environment, community
How do I manage technical initiation?
Who are my students?
Can my institution handle the technology?
What formal requirements are
there?
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4. Specific Task Design Issues
Types of task: collaborative, exploring SL, building, role playing
What is my role as a teacher?
Who are my students?
Are the tasks engaging, relevant and authentic?
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5. Implementation, Evaluation and Redesign
Learn from practical experience and ‘tweak’ design
Who evaluates? How do I evaluate?
How can things be improved?
What have I learnt?
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Feedback and evaluation• Pedagogical and practical aim
• Pre-course information/Post-course information
• Quality control
• Group discussions, individual interviews, questionnaires
• Monitoring of students from beginning to end
• Affective dimension of the learning experience
• Reflective teaching
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Common Learning Objectives• Learning to use virtual worlds for language learning, both
as a tool for communication and a source of information (technical competence/physical space);
• Collaborating with people from other language and cultural backgrounds in an online environment towards a common goal (social and intercultural competence/social space);
• Communicating effectively with others in meaningful and authentic tasks (linguistic competence);
• Acquiring new specific knowledge (i.e. content acquisition).
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Teacher training course• Avalon Learning Island and Moodle
• 6 weeks, 20 teacher trainees, 14 EU countries, 2 groups, 2 teachers per group
• Appearance, identity, navigation skills, communication and presentation skills, building skills, networking, fostering participation in others, SL and the web
• Final outcome: Lesson plan and group feedback
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Other fields of application
• Literature, culture, communication, theatre and film studies, art, history, music
• Human resource and management training• Counselling• Rehabilitation and Physiotherapy• Marketing• Journalism, media and politics• Research in didactics, pedagogy, linguistics, social
sciences, medicine and neuroscience
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Virtual Montremartre and Virtual Harlem
• International collaboration between the University of Central Missouri, US, and Paris IV-Sorbonne, France.
• Virtual Harlem and Virtual Montmartre are virtual representations of two historical places from the Jazz Age
• Places of instruction, learning, co-building, collaboration, re-enactment and content and knowledge migration
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Interview with…
• Dr. Bryan Carter, USA• Associate Professor of Literature, University of Central
Missouri • Creator and educator in SL, Avalon member
• Dr. Mats Deutschmann, Sweden• Docent, English Linguistics, Mittuniversitetet and Umeå
Universitet, Sweden • Teacher, researcher and course designer in SL, Avalon
Partner
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Summary
• VWs allows for the integration of the physical space into the pedagogic design.
• This can greatly strengthen aspects such as the participatory and affective dimension of the online learning process.
• Result = a more holistic approach to learning.
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Invitation to AVALONWebpage http://avalonlearning.eu/
Avalon in SL http://slurl.com/secondlife/AVALON%20Learning/81/226/41
NING http://avalon-project.ning.com/
Luisa Panichi, Local project leader, University of Pisa, Italy [email protected]
JTN -3/4 JUIN 2010 NÎMES
References and bibliography• Active Worlds http://www.activeworlds.com/edu/index.asp • Avalon (Access to Virtual and Action Learning Live ONline) http://www.avalonlearning.eu/ and
http://slurl.com/secondlife/AVALON%20Learning/11/194/59• Bignel, S. and Parson, V. (2010) Best Practices in Virtual World Teaching. A guide to using problem-based learning in Second Life. Preview-Pych
Virtual Psychology. University of Derby, University of Aston and the Higher Education Academy Psychology Network, UK. http://previewpsych.org/BPD2.0.pdf
• Carter, B. W. (2009) Enhancing Virtual Environments. In J. Molka-Danielsen and M. Deutschmann (eds) Learning and Teaching in the Virtual World of Second Life, Tapir Academic Press, Norway, pp. 103-113.
• Deutschmann, M. & Panichi, L. (2009a) Instructional design, learner modeling, and teacher practice in Second Life. In J. Molka-Danielsen and M. Deutschmann (eds) Learning and Teaching in the Virtual World of Second Life, Tapir Academic Press, Norway, pp. 27-44.
• Kamimo http://home.himolde.no/~molka/about-kamimo-islands.htm and http://slurl.com/secondlife/Kamimo%20Island/127/148/25• Kaplan Andreas M., Haenlein Michael (2009) Utilisation et potentiel commercial des hyperréalités : une analyse qualitative de Second Life, Revue
Française du Marketing, N°222, 69-81. • Lave, J. and Wenger, E. (1991) Situated Learning - Legitimate Peripheral Participation. Cambridge: Cambridge University Press.• Lim, K. (2010) The Six Learnings of Second Life: a Framework for Designing Curricular Interventions In-world. Journal of Virtual Worlds Research,
North America, 2, mar. 2009. Available at: http://journals.tdl.org/jvwr/article/view/424/466. Date accessed: 31 May. 2010. • Molka-Danielsen, J. & Deutschmann, M. (2009) Learning and Teaching in the Virtual World of Second Life, Tapir Academic Press, Norway.• Panichi, L., Deutschmann, M. and Molka-Danielsen, J. (2010) Virtual worlds for language learning and intercultural exchange – Is it for real? In: S.
Guth and F. Helm Telecollaboration 2.0: Languages, Literacies and Intercultural Learning in the 21st Century. Bern: Peter Lang, pp. 165-195.• Salmon, G. (2004) E-Moderating: The Key to Teaching and Learning Online. London: Taylor & Francis.• Second Life http://education.secondlife.com• Vygostky, L.S. (1978) Mind in Society. Cambridge, MA: Harvard University Press.• Wankel. C. & Kingsley, J. (2009) Higher Education in Virtual Worlds. Teaching and Learning in Second Life, Bingley: Emerald. • Wenger, E. (1998) Communities of practice: Learning, meaning, and identity.Cambridge: Cambridge University Press.
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The Euroversity network proposal
• Builds on existing synergies (Avalon, IcEurope, Niflar)• Multilateral network, LLP, KA3 (ICT), 3 years• Austria, France, Germany, Sweden, Norway, Cyprus,
Portugal, Spain, UK, Netherlands, Italy, Israel• CCI du Jura, Direction des Usages du Numérique -
Université de Strasbourg• To create a framework for the future development of a virtual
university• To experiment with the teaching and learning of other
subjects, i.e. physics
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Invitation to AVALONWebpage http://avalonlearning.eu/
Avalon in SL http://slurl.com/secondlife/AVALON%20Learning/81/226/41
NING http://avalon-project.ning.com/
Luisa Panichi, Local project leader, University of Pisa, Italy [email protected]