What Can Avatars Do? Virtual realities in collaborative language learning
EdMedia + Innovate Learning, in Toronto, Canada ISBN 978-1-880094-81-5 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC
This paper demonstrates how 3D Second Life (SL) is used to enhance collaborative learning at university. The case study is embedded in one subject, English for Technical and Web-based Writing, in which 74 students displayed their coursework in a virtual exhibition hall on Hong Kong PolyU Second Life Campus. The students worked as avatars in a voting system, evaluated each others’ work and made comments on notecards which were shared by the avatars in action. To find out if this practice is more effective than a two-dimensional discussion on WebCT, the students’ feedback on using SL was collected through an online survey (i-Feedback) and focus group discussion. The findings suggest that a single task in a virtual learning environment can stimulate the interest of students, even though the technical complexity may frustrate them. The possibilities, shortcomings and technical challenges of SL in language learning have been discussed with evidence from automatically and manually collected data. Key word: virtual campus, collaborative learning, peer assessment
Li, L. & Wong, D. (2010). What Can Avatars Do? Virtual realities in collaborative language learning. In J. Herrington & C. Montgomerie (Eds.), Proceedings of ED-MEDIA 2010--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 466-474). Toronto, Canada: Association for the Advancement of Computing in Education (AACE).
© 2010 Association for the Advancement of Computing in Education (AACE)