Learning a Language in Virtual Worlds - V
Transcription
Learning a Language in Virtual Worlds - V
1 Learning a Language in Virtual Worlds A Review of Innovation and ICT in Language Teaching Methodology International Conference Warsaw, 17th November 2011 2 Edited by Prof. Sławomir Czepielewski Scientific Committee Prof. Sławomir Czepielewski – Chairman Prof. Andrzej Filipkowski Prof. Piotr Sienkiewicz Ph.D. Marek Kinasiewicz Organisational Committee Mateusz Czepielewski Magda Nowakowska Tomasz Rączka ISBN 978-83-88910-36-4 Publisher Warsaw Academy of Computer Science, Management and Administration Meksykańska 6 03-948 Warsaw, Poland tel. +48 22 616-15-66 Printed by Przedsiębiorstwo Poligraficzno-Wydawnicze “GRAF” 96-321 Żabia Wola, Żelechów, ul. Krakowiańska 12 tel. 0 501 376 898, e-mail: [email protected] This project has been funded with support from the European Commission. This publication reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein. 3 CONTENTS Preface ..................................................................................................................... 5 VIRTUAL WORLD AS A FOREIGN LANGUAGE LEARNING ENVIRONMENT Sławomir Czepielewski, Catherine Christodoulopoulou, Judith Kleiner, Wioletta Mirinaviciute, Eduardo Valencia Virtual 3D Tools in Online Language Learning ............................................................ 7 Sławomir Czepielewski The Virtual World of Second Life in Foreign Language Learning .......................... 15 Luisa Panichi Virtual Worlds: An Opportunity for Thinking about Learning ...................................... 25 Anke Berns, Antonio Gonzàlez-Pardo, David Camacho Implementing the Use of Virtual Worlds in the Teaching of Foreign Languages (level A1) ................................................................................................................ 33 Jessica Driscoll The Future of Textbooks: Bringing Business English Market Leader to Life .......... 41 Ilaria Mascitti, Monica Fasciani, Daniela Di Marco Street Artists in a Virtual Space ............................................................................. 47 Mats Deutschmann, Anders Steinvall & Anna Lagerström Gender-Bending in Virtual Space - Using Voice-Morphing in Second Life to Raise Sociolinguistic Gender Awareness ........................................................... 54 Ciara R. Wigham, John Fynn An Asynchronous Virtual Space for Contact-Based Oral Work with Chinese Students Learning English ..................................................................................... 62 Kristi Jauregi Integrating Meaningful Interactions through Virtual Tools in Foreign Language Education: Looking at the Added Value ................................................................. 73 Monika Nowakowska-Twaróg The Virtual Teaching System 50+ .......................................................................... 81 ICT AND INNOVATION IN LANGUAGE LEARNING Herta Johansmeier MemoStep6: Building up a Mental Lexicon in Foreign Languages. A new Approach to Vocabulary Acquisition with Digital Flash Cards ..................... 86 Małgorzata Gawlik-Kobylińska, Dariusz Poczekalewicz Military English (Intermediate) e-Project. Students as English Teachers ............... 94 Zdzisław Głębocki WebQuests Revisited ........................................................................................... 100 4 Emilia Korczynska CALL Software as an Alternative to Natural Immersion in Adult SLA – a Remedy to the Existing Problems? ................................................................ 106 Jarosław Krajka, Sylwia Maciaszczyk Implementing Social Media in the Language Classroom ..................................... 112 Erik-Jan Kuipers L10N in Poland – Open Source as a Solution for Computer Game Translation Training ................................................................................................................. 119 Paweł D. Madej Internet Platforms in EFL Teaching ...................................................................... 129 Paweł D. Madej The Use of ICT Tools in Teaching Foreign Languages ........................................ 134 Magdalena Moderacka-Dołgało Learning Online for Middle-Aged People – Why Not? .......................................... 141 Christine Rodrigues An Analysis of the Potential of a Computer-Mediated Learning Course for Vocabulary Learning in L2 .................................................................................... 145 Piotr Szałaśny, Marta Grubka A Few Words about Video Games and Foreign Language Acquisition ................ 157 Eduardo Valencia Pulitzer. Learn English with a Social Game ......................................................... 163 Małgorzata Gawlik-Kobylińska The Psychological Influence of Music on Adults Learning English at Elementary Level ............................................................................................. 173 Vicente Alapont The Best Way to Learn Languages ..................................................................... 180 5 “If we teach today as we taught yesterday, we rob our children of tomorrow.” John Dewey Preface The fast and ongoing development of Information and Communication Technologies brings significant changes to every sphere of human life, including education. In order to keep up with the rapidly changing reality, our attitudes towards teaching and learning need a radical transformation. This publication presents the proceedings of an international conference ‘Future Language Learning Now: Innovative Applications and Methods for Language Training’. It was held in Warsaw on 17th November 2011, under the patronage of prof. Barbara Kudrycka, the Polish Minister of Science and Higher Education. 1. Background The conference was a final event of a two-year EU funded project V-Lang “Creative and Open Language Training in Virtual Worlds”. This international project was realized by a consortium of six institutions from Spain, Greece, Poland, Lithuania and Germany, under the Key Activity 3 – Information and Communication Technologies, of the Lifelong Learning Programme. The project focused on development, experimentation and dissemination of an Open Source based Toolkit. It consists of a ready to use and upgradeable, immersive virtual learning environment, as well as methodology guidelines, enabling implementation and evaluation of this innovative approach to language learning. 2. Conference The conference ‘Future Language Learning Now: Innovative Applications and Methods for Language Training’, was hosted by one of the V-Lang project partners – Warsaw Academy of Computer Science Management and Administration. The event aimed at presentation of theoretical and practical aspects of innovative methods and advanced technological solutions applied in foreign language learning and teaching. It was attended by representatives of academic world from all over Poland and several other European countries. There were practitioners in the field of linguistic education, lecturers, teachers, university and high school students, representatives of national and regional educational institutions as well as representatives of companies acting in the field of linguistic education. The programme of the conference was divided into two thematic blocks. In the first part the participants were familiarised with the idea of virtual worlds and their practical usage in foreign language 6 learning and teaching. Thanks to multimedia and interactive presentations prepared by the speakers, the conference attendees witnessed an interaction between lecturers and avatars, that represent a new type of students in a virtual classroom. The second part of the conference was focused on other information and communication technologies applied in language learning and teaching at universities, high schools and in private companies. 3. Proceedings The thematic structure of the conference was reflected in the proceedings. The first part of this publication is dedicated to “Virtual Worlds As a Foreign Language Learning Environment”. It presents the latest ideas, research and findings concerning the application of virtual learning environments in education, with particular emphasis on language learning and teaching. It also includes an overview of European projects dealing with virtual learning environments. The second part “ICT and Innovation in Language Learning” includes papers presenting a wide range of state of the art tools, applications and learning methods based on innovative Information and Communication Technologies. The publication gives an opportunity to reflect on the present and the future of computer assisted education; the changes that are being done and need to be done in future to teaching methodologies, tools and curricula as well as the approach of educators and learners in order to adjust the education of tomorrow to the requirements of a rapidly changing reality. 4. Acknowledgements Obviously no book can be a result of individual work. We would like to express many thanks to a number of people who contributed to this publication. We are most grateful to Prof. Barbara Kudrycka, the Polish Minister of Science and Higher Education for taking patronage over the conference ‘Future Language Learning Now: Innovative Applications and Methods for Language Training’ and the present publication. We were truly honoured to have her prestigious support.We are also deeply indebted to all the authors of articles, who have decided to share their passion, enthusiasm, experience and excessive knowledge in the field of educational innovations with the readers. Neither the V-Lang conference, nor this publication would come into being without the enormous work of the V-Lang project team and the hospitality of Warsaw Academy of Computer Science, Management and Administration. We are also truly grateful to all those anonymous contributors, whom we are unable to list here, but who have dedicated many hours of hard work to this publication. 7 Virtual 3D Tools in Online Language Learning Sławomir Czepielewski1, Catherine Christodoulopoulou 2 , Judith Kleiner3, Wioletta Mirinaviciute4, Eduardo Valencia5 Warsaw Academy of Computer Science, Management and Administration Warsaw /Poland, 2Computer Technology Institute & Press “Diophantus” Patra/Greece, 3Dialoge Sprachinstitut Lindau/Germany, 4Soros International House Vilnius/Lithuania, 5DOT Pamplona/Spain e-mail: [email protected], 2 [email protected], [email protected], 4 [email protected], [email protected] 1 Abstract The dynamic development of ICT technologies and Internet offers new tools and opportunities for more effective, comfortable and attractive teaching and learning. It is especially important in contemporary world offering many appealing and attractive ways to spend available free time. The real challenge for teachers is to get acquainted with these new tools and be taught how to use them in their everyday activities. Totally new approach and new methodologies are required. The V-Lang project aims at overcoming the above mentioned problems with the results being very helpful. The basic results of V-Lang project, open source software for online management of training experiences by teachers and students and ready to use and upgradable Virtual World with a virtual village, virtual classrooms and meeting spaces, are described and it is explained how to use them. Methodology Guidelines on the integration of online/blended and virtual learning are presented and clarified. We show the results of pilot testing in 3 European countries for 3 different groups of beneficiaries, sharing experiences and conclusions. The Toolkit for creation of virtual worlds is free and available on the website of the V-Lang project. 1. Introduction Virtual communication becomes an integral part of the 21st century culture. So it becomes a necessity to use it in the process of education. Modern teaching with ICT technologies opens up unprecedented opportunities for teachers and students. E-learning is growing at a rapid pace and is already properly rooted in educational systems of countries belonging to the EU. The next stage in this type of teaching and learning is adopting 3D technology. Virtual worlds and 3D communities are useful for teaching foreign languages. The benefits of their use are varied. They give opportunity to meet strangers 8 S. Czepielewski, C. Christodoulopoulou, J. Kleiner, W. Mirinaviciute, E. Valencia at any time of day or night, in a virtual simulation of real life and to organize virtual meetings with other participants of the course in defined, virtual place. This could be a lesson in the school or arranged group activities. Benefits of using 3D virtual worlds in education: § § § § § teacher may cooperate with students on less formal basis, and students can choose an individual learning program and establish cooperation with other participants, the presence of avatars created according to individual needs, the risks reduction associated with lack of success for the student, activities may be conducted outside the virtual classroom, for example, in any unreal space or based on real examples, creating many communication opportunities between the teacher and the student, both in collective and individual mode, in various forms, such as chat, message, e-mail, verbal and visual communication in real time. Problems with using 3D virtual worlds in education: § § § there may occur some problems with maintaining the discipline, relationships between the participants may cause problems due to possibility of identity changing - it may hinder the building up of trust between students, anonymity offered by the virtual world may provoke some not acceptable behaviours. 2. What is V-Lang? V-Lang “Creative and Open Language Training in Virtual Worlds” is a European project co-funded by Lifelong Learning Programme under Key Activity 3 – Information and Communication Technologies The basic assumption of V-Lang project is to create a virtual 3D space dedicated to learning foreign languages. On the one hand the project supports teachers in solving problems related to the knowledge about modern teaching tools and their applications in everyday work. On the other hand it offers the beneficiaries a modern and attractive opportunity to learn the language. The V-Lang project intends to contribute to the promotion of innovative forms of language training by means of applying ICT in the design and implementation of language courses. The use of Virtual 3D Worlds in on line language training provides a full audio communication system which allows putting into practice students’ language skills in immersive and social environments, in Collaborative and Problem-Based Learning environments that promote creativity. Creating communication techniques attractive for all kinds of students motivates them to active learning of foreign language and cooperation. Another intention of the authors is to use sociological advantages Virtual 3D Tools in Online Language Learning 9 of 3D virtual worlds and develop informal ways of contact between students and implement group work. Objectives: 1. To develop V-Lang Toolkit: § § § Ready to use and upgradable Virtual World containing a virtual island, virtual classes and meeting halls. Open source software for the on line management of training experiences by teachers and students. Methodology Guidelines on the integration of on line/blended & virtual learning. 2. To carry out Pilot Testing in 3 EU countries. Impact: § § § More than 240 target groups reached. 20.000 people reached by digital means. 40 stakeholders using the Toolkit. 3. Final Product of V-Lang- a V-Lang Toolkit Final product will be an affordable and easy to use toolkit for language providers and a very accessible and appealing environment for learners, especially those at risk of exclusion. The Toolkit will provide a ready to install virtual village and classrooms allowing for immersive and collaborative training , as well as methodology guidelines for the integration and impact assessment of such approach to traditional on line language training 3.1 A V-Lang Platform The basic results of the V-Lang project, open source software for online management of training experiences by teachers and students and ready to use and upgradable Virtual World with a virtual island, virtual classrooms and meeting spaces, are described and it is explained how to use them. Specifically, V-Lang aims at widespread use of Virtual Learning settings within online language training, already successfully tested by commercial products such as Language Lab. To that end, V-Lang Strategy focuses on the development, experimentation and dissemination of a free Toolkit built upon Open Source that will allow swift integration of Virtual Worlds in online language learning. 3.2 Methodology Guidelines[2] Teaching through 3D virtual worlds requires the development of entirely new teaching methods and new approaches to learning from teachers 10 S. Czepielewski, C. Christodoulopoulou, J. Kleiner, W. Mirinaviciute, E. Valencia and students. Methodological solutions proposed in V-lang project are developed for specific needs of teachers to preparing virtual sessions. They are accompanied by a number of guidelines for teachers to be successful in conditions of virtual class, where a teacher is less able to enforce the concentration of listeners, while a student has more autonomy than during a lesson in the real world. The methodology of teaching foreign languages using 3D virtual worlds in V-Lang project is benefiting from the best practices used successfully by other creators of educational virtual worlds. On the basis of these good practices V-Lang created its own original virtual space dedicated to language education. The guidelines of the following teaching methodologies: online / mixed and virtual are presented and explained. In particular, the produced Methodology Guidelines contain 2 parts: The technical information and the practical information. The topics covered in the Methodology Guidelines are the following: Technical information § § § § § § § What is a Virtual World? How is the Virtual World used? How does a classroom work in traditional conditions? How does a classroom work in a Virtual World? Language learning in Virtual Worlds means: Advantages and Disadvantages of Virtual World Worth knowing Practical information How do you teach languages in V-Lang? § § § Several ways of communication with your students The teaching potential of the 3D environment The teaching potential of the Avatar What to take into consideration when you design your virtual course? § § § “Force” your students to actively communicate with each other Include “role-playing” function in your activities Include socialization aspect Useful Tips to keep in mind § § § Master technical features Establish clear and specific rules for the communication process Give specific information to your students Virtual 3D Tools in Online Language Learning § § § 11 When your students age ranges from 8 to 11 and from 15 to 17 and the language level is A2 and/or B1 When your students’ age ranges from 20-25, they are international students and their language level is B1-B2 When your students’ language level is A1 4. Pilot testing [1] One of the tasks of the V-Lang project was to conduct pilot tests in three groups from three countries: Lithuania, Germany and Poland. The testing aimed at examining the produced platform along with the Methodology Guidelines 4.1. Pilot testing in 3 participating countries Soros International House, LT The piloting experience took place at Soros International House Vilnius. The platform was used to teach English. There were two target groups for piloting: § § SIH students - age range from 15 to 17 SIH summer camp students-age range from 8 to 11 The total number of students involved in piloting - 25.The number of teachers2. The piloting was divided into five 30- minute sessions. The testing of V-Lang was included into the training programme of 15-17 year olds as an addition to the lesson to revise or consolidate the materials learned during the lesson, which was organized in a normal classroom. As summer camp students were not familiar with virtual worlds or second life, therefore their English teacher organized a kind of introduction into the V-lang platform using interactive whiteboard. Children and their teacher were in different rooms. Dialoge Sprachinstitut Lindau, DE The testing of the V-Lang platform used to teach German was organized by Dialoge Sprachinstitut teachers. Target group - former Dialog students from different countries- all adults. The total number of students involved in piloting: 8. The number of teachers: 1. The piloting was divided into five 60-90- minute session for each group A full online testing was carried out. At the beginning there were individual meetings lasting 15 min. with each student on the platform and then group 12 S. Czepielewski, C. Christodoulopoulou, J. Kleiner, W. Mirinaviciute, E. Valencia meetings took place. Students worked on different language tasks prepared by their teacher. The sessions took place at 7 p.m. The students involved in piloting were in different countries; therefore it was the best time to have them all on the platform. Warsaw Academy, PL The testing of the V-Lang project took place in Warsaw in May and June 2011. Warsaw Academy was responsible for testing the V-Lang platform used to teach Spanish. Target group for piloting- students-age range from 20 to 40 The total number of students involved in piloting -36.The number of teachers- 2. The piloting was divided into eight 60-minute sessions. Each session consisted of 2 parts: a short technical training conducted in Polish and a 45-minute Spanish lesson. Two professional Spanish teachers were employed to perform this task. The teachers prepared the syllabus of the lesson that was formally set at A1 (elementary) level according to CEFR (Common European Framework of Reference for Languages). All the sessions took place in the evenings (6pm – 9pm) as the majority of participants were working adults. 4.2. Evaluation Process Evaluation questionnaires were created for teachers and students to evaluate the platform in terms of: § § § § § § the level of difficulty in using the platform the most attractive features of the platform the overall impression of the class experience after using V- Lang for learning the advantages and the disadvantages of the platform Advantages and the disadvantages of virtual teaching Suggestions concerning further improvement of the platform There was also a question devoted to evaluation of the Methodology Guidelines. 4.3. Evaluation results Usefulness of Methodology Guidelines The Methodology Guidelines were used by teachers while planning virtual sessions. All the teachers commented on their usefulness, pointed out all Virtual 3D Tools in Online Language Learning 13 the practical hints the guidelines offered. The guidelines are relevant for the virtual classroom experience in which the roles of a teacher and a student have to be redefined considering the virtual, not real, environment, which equips the teacher with less power and the student with more autonomy. Teachers were of the opinion that the guidelines could be shorter and more practical. There should be less text so that it would be easier to find things you are looking for. The V-Lang Platform management The overall feedback received after the sessions was very positive. The participants liked the innovative and interactive character of the V-Lang platform. They enjoyed the functionality of the software which offers tremendous opportunities for learning foreign languages. They also enjoyed the platform features which, for instance, allowed them to create and modify avatars, they could enjoy another dimension of activity, could fly and go visiting other places, chat with their friends Benefits of using V-Lang platform to assist teaching § § § § § § offers a very effective way of learning a foreign language provides simulation of real life environments the role model activities are more enjoyable and engaging for students a full audio communication system which allows students to talk and listen within virtual classrooms at initial stage of language learning the platform should only be used as a complementary component of a traditional language course the platform would probably perform its task more effectively if used with more advanced students that already can communicate in a foreign language. Obstacles faced § § § § § § § § § § The main obstacle of the platform highlighted in the final evaluation questionnaires is its strong dependence on technology. Communication – students could not hear each other and had to use other software (e.g. Skype) for audio communication Projector functioning- it didn’t work properly The software is not suitable for all computers Stressful for the teacher to handle technical problems and at the same time to concentrate on the contents of the lesson Lack of computer skills among students Lack of non-verbal communication Difficulties in keeping students on tasks (especially young learners) Some confusing menu options e.g. my library –Open Sim library Less material covered than in a traditional classroom 14 S. Czepielewski, C. Christodoulopoulou, J. Kleiner, W. Mirinaviciute, E. Valencia Advantages of virtual teaching § § § § § § § § § § § Distance learning: students can learn from home A lot of language educational applications More interesting learning experience Integration of different items into the lesson Possibilities of simulating real life situations It’s not boring Features like note card and chat can be very helpful in organizing language lessons Role playing activities Activities include students teaching each other how to do things Extensive use of inventory as basis for vocabulary expansion All media at hand Disadvantages of virtual teaching § § § § § § Lack of feedback Frustration experienced by some of the students Class management problems Too much dependency on technology Too time consuming Stressful for the teacher to concentrate on both the technical support and teaching at the same time Suggestions to improve the platform and the guides First of all, the functionality of the projector should be improved. The projector plays a role of a virtual blackboard and as such it has to be reliable for both students and teachers. It should enable showing both Power Point presentations as well as pdf and video files. Some students suggested that some V-Lang functions should be removed from the user’s interface as they distract attention and may overwhelm a new user, especially someone who is not very familiar with IT. References [1] V-Lang Report on Piloting, Soros International House, 2011 [2] V-Lang Methodologies Guidelines, Computer Technology Institute & Press “Diophantus”, 2011 15 The Virtual World of Second Life in Foreign Language Learning Sławomir Czepielewski Warsaw Academy of Computer Science, Management and Administration, Warsaw /Poland e-mail:[email protected] Abstract The use of ICT has become an indispensable element not only of social life but also business and economic relations. It is also slowly revolutionizing the educational process. The direction of its development is determined by the 3D technology, which brings incredible and unique opportunity for education, especially in the field of foreign language training. This process can be observed as more and more language schools offer their services in the Second Life (SL), furthermore there are some which were created and offer their services only there, in virtual worlds. What makes the virtual worlds gaining more and more popularity among students and teachers? Why the 3D environment is an extremely conducive environment for learning foreign languages? The uniqueness of SL is mainly determined by strong involvement of all senses and strong commitment of emotions, which gives the feeling that education is becoming “real reality”. In SL, there works the phenomenon of linguistic and cultural immersion, which is coherent with “full immersion” in foreign language, by communicating and explaining the entire virtual world only by using a foreign language. In addition, the user can also perform individual needs through the creation of virtual identities through his/her avatars. Language training in 3D worlds provides students and teachers with unique opportunities and tools which are not available in traditional language training methods. It also allows for the use of communication tools and educational resources which are not available in other forms of e-learning. Therefore education with use of SL is becoming more and more popular and it is a real opportunity to make changes in the way learning and teaching is performed. Introduction Information and communication technologies are inevitably affecting each sphere of life. Today the exchange of information with use of ICT determines the economy and business, as well as social life. Individuals exist on the Internet, thus all their affairs pervade the web – at the same time the Internet pervades human life. Sometimes it is easier to find somebody in cyberspace 16 Sławomir Czepielewski than in real life. It also happens that such contacts are quite sufficient [1]. Regardless of personal opinions about information and communication technologies the fact is that they are an inseparable element of human life. They have become reality and are a part of everyday life, treated either as a source of information, or as a tool for work, or as alternative reality. More and more frequently they are also used as a learning environment. Didactics is being revolutionised by technology. Changing means of communication as well as functioning in an environment different from the real one, leaves a stamp on technology. Today ICT supplements the learning process realized in real world. Still, a 3D technology determines the course of technological evolution. A three-dimensional virtual space creates unprecedented educational opportunities – especially for language learning – and can revolutionise the didactic process. There are even theories suggesting that in future education may be entirely moved to the cyberspace. What is a virtual world of Second Life? Second Life (SL) is a virtual, three-dimensional environment that simulates reality. The user of SL creates an avatar, that is kind of an alter ego, enabling unrestricted individual creation. Avatars, like people, communicate with voice, text messages, body language and gestures. SL is a place where people originating form different countries, environments and cultures contact one another in real time. The website provides the users with entertainment, social life, business opportunities. It can also be a field of marketing activities and, more and more often, educational ones. The most popular Serious Virtual World is Second Life – a product of Linden Labs. It is estimated that over 15 million people all over the world have their user accounts on the platform. Educational career of Second Life began in 2007, when the first language schools appeared on the platform. Their success initiated a new stage in development of e-learning. Due to an enormous educational potential of 3D environments, the usage of “second life” in educational process is gaining greater and greater popularity. What does determine this attractiveness? It is based on a variety of options offered by tools available in SL. Individual or group lessons can have much more interesting form than traditional classes or even participation in 2D multimedia education. Second Life belongs to a category of Serious Virtual Worlds. Even though they were initially made for entertainment, they are not games. They are an imitation of the real world, where each of the participants can realize his own objectives – connected with social life, entertainment or business. One of such objectives may also be education. Second Life is an open world created by the users. Everyone can join the platform and create his own part of the world. Currently schools and universities have their own islands in SL. They are accompanied by educational platforms and institutions existing only in virtual world. It is also a place where conferences, meetings and the exchange of scientific ideas take place [2]. The Virtual World of Second Life in Foreign Language Learning 17 Why 3D? In a 3D technology image has undergone an evolution. Human dreams about the third dimension in images came true. The artists were trying to overcome its “flatness” with different artistic tricks. But it was only the development of technology that changed the role of user from a spectator to a participant. A three dimensional space intensifies emotional engagement of users. People begin to look upon an electronic 3D environment as a different kind of reality. The user is not surrounded with pictures, but with an electronic reality. A Serious Virtual World makes people experience and value things. While traditional e-learning, realized with use of a 2D technology or even audiovisual media, despite all the advantages, leaves the awareness of using another medium, a 3D technology is engaging student’s senses and emotions so strongly, that education in SL becomes real. A user of Second Life perceives the virtual space not as a simulation, but as a real surrounding [3]. The characteristics of a 3D environment change basic notions known from the real world, such as: § Communication. Interactivity changes its character from unilateral to multilateral. § Presence. Existence in a particular real place and time becomes existence in electronic form through virtual identity. § Senses. Virtual World is a mediator of sensory perception. § Contact. The immateriality of virtual worlds changes the sense of time and space – electronic contact is completely different from the real one. Contact is realized with an interface that exerts significant influence on linguistic expression [4]. Existence of an individual in an electronic environment is regulated by several rules: § Cyberspace is a reality alternative to the physical world. § Cyberspace is a human world, capable of adopting all the aspects of humanity, including emotions and feelings, as well as spiritual values. § Cyberspace is a place of auto-creation, creation, exploration and expression, where each kind of human activity is manifested. § Cyberspace is a source of opportunities different from those available in the physical world. § Cyberspace can be a place of existential choices and making decisions concerning reality, in which people want to function. § Cyberspace is evolving faster than the physical world, influencing human’s evolution [5]. On the one hand, by changing the needs and value system, technology is changing human being and his attitude towards the real life. On the other 18 Sławomir Czepielewski hand people are using technology to achieve their own goals, and thus become more and more attached to the world wide web. Special kind of relationships between human beings and technology appears in case of 3D worlds. They are connected with engagement in virtual reality. A virtual world and didactics The use of a 3D environment in education may change the didactic process. It is connected mainly with methods of communication, as well as existence in an environment that in many ways differs from the physical world. The users of Second Life are leading an alternative life online. On the basis of technology they create a new identity and in fact realize all forms of human activity [6]. Due to their characteristic features, virtual worlds – unlike traditional e-learning – are not only meant to support the process of teaching. The point is to move the whole didactic process to the cyberspace [7]. The first attempts to use virtual reality in didactics were undertaken in the 90s of the last century. At that time technologies excluding the user entirely from the real world were developed. The user was putting on a helmet with an inner screen, on which a three-dimensional image was displayed [8]. Still, it was only the common availability of computers, the Internet, as well as development of ICT that enabled comprehensive exploitation of 3D technologies in didactics. But why is it worth to use them in language learning? From didactic point of view, the most interesting are Serious Virtual Worlds (SVW). A “serious” world is not a game – it is based on different rules. There are no missions to complete, no levels and no points to gain. An SVW is co-created by the users and adjusted to their needs. They can establish social relationships, create different types of objects and places, trade, earn money, offer services, communicate with voice or chat, travel. Second Life is also a place of language acquisition. The term was taken from the behavioural theory. According to this theory, a child assimilates speech sounds from the surrounding and at the same time, in a way automatically, develops the system of an inner language. The theory also estimates that development of language skills is not based on elimination of incorrect forms, but on continuous development of linguistic hypotheses based on heard input or linguistic stimuli. Language constructs are tested in practice and verified. In Second Life people of different age may experience this process. A threedimensional virtual world is also a place of cultural acquisition based on the communication context and the role of a speaker. It is particularly important, as the development of correct language structures is determined not only by the range of vocabulary or the knowledge about grammar, but also by proper understanding what, how, when and to whom can be said [9]. A 3D technology brought the phenomena of immersion, telematics and immateriality to language learning. They determine the existence of a „logged-in” The Virtual World of Second Life in Foreign Language Learning 19 person – they are equivalents of space, time and matter in the real world [10]. Immersion in virtual worlds is connected with a feeling of „merging” into the alternative reality, based on the feelings of co-presence and selfexpression through creation of an avatar [11]. Linguistic immersion means “merging” in a foreign language through communication realized exclusively in that language. It is closely connected with cultural immersion. It is enabled by contacts with other users and a lecturer, as well as staying in a world that is explained in a foreign language. Language code is exclusively acquired through linguistic stimuli. The method of linguistic immersion conduces reaching a code- switching level, which means automatic switching from one language to the other. Other advantages of linguistic immersion include a higher level of language competences, faster elimination of linguistic deficiencies, irrelevancy of the learner’s individual talents and initial skills [12]. There is one more thing that can be used as an argument for organization of educational space in SL. It is connected with conscious identity-related processes or existentialization. A user of a virtual world becomes engaged in work, commitments, establishing interpersonal relationships. Second Life becomes an element of everyday life. Sometimes real living is based on activities undertaken in cyberspace. An avatar enables expression of an individual inner life, that not always could have been realized in the real world. This often encourages people to undertake activities, which have little chance of success in the real world. Thus, virtual world becomes a human world [13]. Foreign language learning in 3D Multicultural, international and multilingual character of Second Life, as well as variety of communication means, make it an incredible medium for language learning. There are professional linguistic websites available in SL. But there is also a place for those, who just want to raise the level of their language skills. Conversation with users speaking a foreign language, context recognition based on facial expression and body language, visiting different locations facilitating acquisition of new vocabulary – these factors are priceless for linguistic education. Other advantage of SL is its free and open character. Users originating from different cultures, countries and nations use their avatars to create their own community of so called digital natives [14]. Virtual identity gives the students an opportunity to express themselves and observe one another’s non-verbal expression. A possibility of constant creation of an avatar contributes to the development of electronic identity. Changes in appearance attract attention of other users and are a source of inspiration, at the same time providing much greater freedom of autoexpression than the physical world. Education in SL is an element of one’s existence in an alternative reality – creating one’s own space with use of educational platforms. Anyone in any time can start learning in a virtual world. 20 Sławomir Czepielewski Its open character provides a perfect place to express one’s thoughts, views. The learners can include their own materials, such as links or addresses of other Second Life locations in the didactic process [15]. Who can learn in Second Life? The virtual world is open for everyone. There are no age, cultural or national limits. Still, Second Life attracts mainly those, who are easily assimilating technological innovations. Usually, but not always, these are young people, for whom staying online is a part of everyday life. For these people ICT is a natural way of gathering information and communicating. Therefore, they easily become an educational tool as well. Research indicates that the perception of usefulness of Second Life in education differs among people representing different learning styles [16]. SL is positively perceived by people representing the types of activists, pragmatists and reflectors, according to the Honey and Mumford’s typology: § An activist enjoys innovations, looks for challenges and new contacts, learns actively; for this type of personality Second Life is a perfect environment to realize individual needs. § A pragmatist learns actively with tools that can be used in practice. Such people are aware that Second Life offers greater possibilities than the real world. § For reflectors learning is based on thorough, careful data gathering and analysis. In such case Second Life is perceived as continuation of the real world, therefore avatars are treated like real people. There is one more type of personality – theorists, who aim at acquisition of deepened knowledge. Their attitude towards education in SL is negative, because they regard it as superficial [17]. What does Second Life offer to teachers? The 3D virtual worlds offer a range of didactic means unavailable in other forms of e-learning, not to mention traditional education. From the point of view of a language teacher running classes in a virtual world an important advantage is a great range of communication tools as well as availability of educational materials. Another advantage is increased interest and engagement of learners. A teacher can use visualizations of maps, reference plans, schemes and presentations. Methods that can be used include e.g. role playing, simulations of communication situations, action learning in SL [18]. Power-point presentations can be used instead of students’ and teachers’ books. Simultaneous communication of members within a group as well as accessibility of materials facilitates realization of competitions, quizzes or tests [19]. A teacher and a student contact each other using avatars. Communication between them is realized with use of several media: The Virtual World of Second Life in Foreign Language Learning 21 § Voice. Voice information is audible within a particular space, it enables contacts between many people at the same time. § Individual contact. It is possible to contact a chosen person using a „private phone call”. § Chat. Works within a particular space and enables contacts with a group of people. § Sharing. Enables sharing materials, links, files with chosen people or group. § E-mail. Enables sending a message to a user staying outside the system. The communication tools provide a teacher with an opportunity to verify mistakes – the feedback is given instantly, which often cannot be achieved in typical e-learning or traditional education. There are different ways of obtaining feedback from students. One option is giving special remote control devices to students. They enable pointing at correct answers in test questions displayed on a screen. On the one hand, a student takes active part in a task, on the other hand a teacher is provided with feedback about acquired knowledge. A 3D virtual world offers many organizational opportunities. Real life conditions, such as classrooms with interactive whiteboards can be transferred to a virtual world. Then, virtual classes are similar to those held in a real school. Actually, opportunities offered by available methods, techniques and tools are unlimited. Any place, object or communication context can be created and used in particular classes. Thus, it is possible to have a conversation or learn new vocabulary in a topic-related scenery. For example it is possible to learn sport-related vocabulary at a stadium or shopping –related vocabulary in a supermarket. Marine vocabulary can be learned while playing a sailor or pirate on a ship. Teachers using Second Life for foreign language teaching confirm that the use of opportunities offered by a virtual world in different tasks makes the participants more interested in the classes and raise the results of learning – the level of vocabulary acquisition is higher compared to traditional methods [20]. What does Second Life offer to students? Few things are necessary to begin learning in SL: a computer, a microphone, a headset and installation of a Skype or MSN communicator software. After a basic training concerning the use of an avatar, elementary functions and moving around the SL spaces, a student is ready to begin a language course. It is not difficult to learn how to download the materials or use communication tools. An average-skilled user of ICT is able to learn everything in a short time. An additional advantage – unavailable in traditional classes – is a true possibility to adjust teaching methods to individual learning style of a user [21]. 22 Sławomir Czepielewski To a student participation in linguistic education means plainly unlimited opportunities of conversation in a foreign language. Various means of communication, regular information about activities of other learners as well as anonymity are very important for interpersonal relationships between the participants of classes. They all help to overcome the feeling of embarrassment caused by presence of other people. Boundaries resulting from age differences, complexes or disabilities disappear too. Anonymity facilitates free expression of thoughts and open discussion. The feeling of discomfort resulting from failures is limited. It is also important, that costs of education connected with commuting or purchase of handbooks is limited. Sometimes it is even possible to learn free of charge. The advantages of learning foreign languages in Second Life are also connected with time spend on education. Knowledge and skills acquisition does not require physical presence in particular places. One does not need to loose time on commuting and instead of a few hours of classes a month one can spend unlimited time talking to friends. Moreover, all resources of the virtual world are available for the users after the classes. Second Life can also be used as a browser. The platform provides access to virtual museums, cities and all kinds of visual materials. A 3D technology enables specific management of available materials – any information can be easily reached with active links and displays spread around different spaces of SL. All elements of the virtual world have an interactive character – touching an object results in a text appearing. Students can skim through newspapers, read books, visit museums, galleries, cities, enter different room and at the same time receive text or audio information related to a particular topic – which is particularly beneficial in glottodidactics. Moreover, each avatar has a notebook, where he can note down selected information and store it in an inventory. The students can also use video materials or presentations. Second Life provides access to libraries. Since 2006 there is an Info Island in SL, established on behalf of an American organisation Alliance Library System. The project aims at establishing cooperation with real libraries, educational institutions and scientists. Thanks to the Info Island a student has access to articles and whole books online. It is worth mentioning that a 3D virtual world offers a unique chance for people with disabilities, who may find it difficult in many ways to participate in reallife education. A variety of communication channels is particularly beneficial, e.g. chat or instant messaging enables deaf people to communicate with other users and take part in didactic process. Evaluation of educational projects realized in Second Life indicates clear benefits for learners, who can repeat activities, test skills, correct mistakes and try new behaviours without any boundaries or limits. A student is able to test his knowledge and adjust learning methods to his individual needs. The Virtual World of Second Life in Foreign Language Learning 23 Summary The use of 3D technology in linguistic education offers brand new opportunities to the learners. It provides access to many tools, which are unavailable in other forms of e-learning. It also increases the engagement of users in the learning process thanks to immersion and realization of individual needs through creation of virtual identity. The popularity as well as didactic results achieved with Second Life indicate that it is a way to motivate people of different age and different background to learn. Still, it is worth to emphasize that obtaining great learning results is connected with proper organization of work. In a three-dimensional virtual world most of educational activities are initiated by the users, who create the content. It is a spontaneous, valuable and motivating phenomenon, that still may be lacking an appropriate structure organizing knowledge and skills. Therefore, it is worth to support learning with services provided by professional websites and educational institutions. Education in Second Life gives an opportunity to combine formal and informal education. Materials developed by the students can easily be exploited. Thus, the users can participate in development of didactic content, which clearly increases the engagement of students in the didactic process. It is a fact that e-learning and the use of 2D technology slowly becomes an element of everyday life. It is also assumed that in the future it will probably be inevitable to move the whole educational process to the world wide web and to the 3D environments in particular [22]. References [1] M. Ostrowski, Tożsamość człowieka w środowisku elektronicznym, p.150, http://www.ostrowicki.art.pl/Tozsamosc_czlowieka_w_ srodowisku_elektronicznym.pdf, on:30.11.2011. [2] Topol Paweł, Wirtualność 3D i Second Life, p.1, http://www.up.krakow. pl/ktime/ref2010/topol.pdf, on: 29.11.2011. [3] M. Ostrowski, Tożsamość człowieka w środowisku elektronicznym, p.143, http://www.ostrowicki.art.pl/Tozsamosc_czlowieka_w_ srodowisku_elektronicznym.pdf, on: 29.11.2011 . [4] M. Ostrowski, Dydaktyka w środowisku elektronicznym 3D, http:// www.e-mentor.edu.pl/artykul/index/numer/28/id/614, on: 30.11.2011. [5] M. Ostrowicki, Tożsamość człowieka w środowisku elektronicznym, http://www.ostrowicki.art.pl/Tozsamosc_czlowieka_w_srodowisku_ elektronicznym.pdf , p. 151, on: 30.11.2011 r. [6] M. Ostrowicki, Tożsamość człowieka w środowisku elektronicznym, http://www.ostrowicki.art.pl/Tozsamosc_czlowieka_w_srodowisku_ elektronicznym.pdf, p. 150., on:29.11.2011. 24 Sławomir Czepielewski [7] M. Ostrowicki, Dydaktyka w środowisku elektronicznym 3D, http:// www.e-mentor.edu.pl/artykul/index/numer/28/id/614, on: 29.11.2011. [8] Topol Paweł, Wirtualność 3D i Second Life, p.1, http://www.up.krakow. pl/ktime/ref2010/topol.pdf , on 29.11.2011. [9] Konrad Juszczyk, Akwizycja językowa, p. 144, http://www.slideshare. net/Linguist/akwizycja-jzyka-naturalnego, on:30.11.2011. [10] M. Ostrowicki, Tożsamość człowieka w środowisku elektronicznym http://www.ostrowicki.art.pl/Tozsamosc_czlowieka_w_srodowisku_ elektronicznym.pdf, on :30.11.2011. [11] Topol Paweł, Wirtualność 3D i Second Life, s.1 http://www.up.krakow. pl/ktime/ref2010/topol.pdf, on: 30.11.2011. [12] Metoda immersji, w: Serwis szkoły językowej Angloville. Pierwsza anglojęzyczna wioska w Polsce, http://angloville.pl/szkola/metodaimersji.html , on:30.11.2011. [13] M. Ostrowicki, Tożsamość człowieka w środowisku elektronicznym http://www.ostrowicki.art.pl/Tozsamosc_czlowieka_w_srodowisku_ elektronicznym.pdf, p. 148, on: 30.11.2011. [14] U. Świerczyńska-Kaczor, Nauczanie języków obcych z zastosowaniem wirtualnych światów i serwisów społecznościowych, http://www.ementor.edu.pl/artykul/index/numer/28/id/613, on: 29.11.2011. [15] M. Ostrowicki, Dydaktyka w środowisku elektronicznym 3D, on: 29.11.2011 http://www.e-mentor.edu.pl/artykul/index/numer/28/id/614, on: 29.11.2011 r. [16] U. Świerczyńska-Kaczor, Nauczanie języków obcych z zastosowaniem wirtualnych światów i serwisów społecznościowych, http://www.ementor.edu.pl/artykul/index/numer/28/id/613, on: 29.11.2011. [17] R. Robert Gajewski, O stylach uczenia się i I-edukacji, http://www.ementor.edu.pl/artykul/index/numer/11/id/189, on 29.11.2011. [18] P. Topol, Nauka języka w Second Life? Tak! Ale czym? http://www.eedukacja.net/siodma/referaty/Sesja_2a_3.pdf, on 29.11.2011. [19] U. Świerczyńska-Kaczor, Nauczanie języków obcych z zastosowaniem wirtualnych światów i serwisów społecznościowych, http://www.ementor.edu.pl/artykul/index/numer/28/id/613, on: 29.11.2011. [20] J.Kuchnio, Second Life pomocne w nauce języka? http://www. gamestar.pl/news/145492/Second.Life.pomocne.w.nauce.jezyka.html, on:30.11.2011. [21] Rozkosz E., Multimedialne przestrzenie edukacyjne – wirtualne przestrzenie edukacyjne Infolit iSchool, http://eprints.rclis.org/ bitstream/10760/15817/1/ROZKOSZ_E_Multimedialne.pdf, on:30.11.2011. [22] M. Ostrowicki, Dydaktyka w środowisku elektronicznym 3D, http:// www.e-mentor.edu.pl/artykul/index/numer/28/id/614, on:29.11.2011. 25 Virtual Worlds: An Opportunity for Thinking about Learning Luisa Panichi Dept. Modern Languages, University of Hull, UK [email protected] Abstract This paper will provide an overview of how virtual worlds are being used in different educational, training, support and research contexts. In particular, the paper will discuss results from some of the leading European funded projects in the field of virtual world education (i.e. AVALON, AVATAR, NIFLAR, V-Lang) and will provide a discussion of the main educational affordances of virtual worlds and their implications for the development of a teaching methodology and best practice guidelines. The paper will also introduce the EUROVERSITY network funded under Key Activity 3 (ICT) of the Lifelong Learning Programme of the EU which builds on some of the previous projects and whose aim is to bring together European educators in the field for the sharing of best practice and the transfer of core knowledge to new contexts. The second part of the paper will discuss ongoing research about, around and in virtual worlds and will attempt to outline some of the main issues of interest for research and further development. Examples will be provided, in particular, from the Nordic Virtual Worlds Network (NVWN) project which is focused on investigating entrepreneurship and innovation in relation to virtual worlds and the ASSIS (A Second Step In Second Life) project which is investigating the impact of virtual worlds for socio-cultural and sociolinguistic awareness training for language teachers. A concluding discussion will attempt to look at the potential of virtual worlds to enhance and transform our current understandings of teaching and learning beyond the specific virtual world environment. 1. Introduction Virtual worlds such as Second Life [1], Active worlds [2] and Opensim [3], to name but a few, are increasingly attracting users from educational and professional contexts. Recent surveys of virtual worlds include an analysis of different features which educators and decision makers in the field of education may want to consider when selecting one world over an other [4] [5]. Some of the features of 3D environments which are of particular interest for education include activity sharing among users such as building together, travelling together, joint performances and sharing of online 26 Luisa Panichi educational events in a highly immersive environment. Here students can communicate via text chat, voice chat and aesthetically through their avatars and user-generated content. 3D environments are particularly appreciated by the educational community for the heightened sense of presence and immersiveness compared to 2D environments [6]. In this sense, virtual worlds constitute a valuable platform for distance education and a complement to existing 2D online educational platforms, in particular where learners are required to co-build or co-act with other students. In addition to this, virtual worlds are also used as an extension of face-to-face classroom activities. In the sciences, for example, 3D environments are used for the simulation of laboratory experiments which are either too dangerous or too expensive to be carried out face-to-face [7]. In the digital humanities these environments are used for the representation and co-reconstruction of historical buildings and artefacts by students and historians [8]. In the teaching of literature and cultural studies, they are used as a medium for cultural re-enactments and representations [9] including performance [10]. In geometry, they are used to help learners grasp basic understandings of spatial relations [11] and, in physics, to help learners understand basic concepts by doing rather than observing [12]. To sum up, virtual worlds in general are distance learning platforms that allow for telecollaboration, synchronous and multimodal communication. The 3D rendering of the environment allows for joint building, design and simulations, thus making them highly immersive contexts with significant potential for learner engagement, participation, cognitive development, sharing of experience and, last but not least, transformation of knowledge. The following is a summary of how virtual worlds can be used in education compiled from Deutschmann and Panichi [13], Lim [14], Molka-Danielsen and Deutschmann [15], Bignell and Parson [16], Cheney and Sanders [17], Ritke-Jones [18] and Huang et al. [19]: § § § § § § § § § § § § § § § § exploration experimenting experiencing searching for information belonging collaboration social interaction and communication being building championing (i.e. promotion of real life causes such as charities) expressing doing sharing acting, performing, role play and story telling playing and games problem solving Virtual Worlds: An Opportunity for Thinking about Learning 27 2. Virtual worlds in language education and beyond This section will discuss in particular four projects co-funded under the Lifelong Learning programme of the EACEA (Education, Audiovisual and Culture Executive Agency) of the EU for the development of expertise in virtual worlds, in particular, for foreign language education. The AVALON (Access to Virtual and Action Learning live Online) project was a two-year project under Key Activity 3 (ICT) of the LLP which ended in December 2010 and built on existing expertise among partners. The aims of the project were to experiment and explore virtual worlds for language education. The project attempted to reach these aims by creating and testing language-learning tasks and courses. The results from these activities were then used to create and run a teacher training course and in the production of educational models and best practice guidelines. The permanent outcomes of this project are a series of open online repositories of tested teaching and learning materials [20] which also allow for further development by teachers [21]. Another resource is an online open teacher community for language education in virtual worlds which meets regularly for teacher development and the sharing of materials and best practice [22]. A similar project, NIFLAR (Networked Interaction in Foreign Language Acquisition and Research), has taken a closer look at the specific affordances of virtual worlds compared to video-conferencing. NIFLAR aimed at making foreign language education more authentic, relevant and rewarding through the use of innovative e-learning environments: videowebcommunication and 3D Virtual Worlds. The results of comparative research between the two platforms indicate that virtual worlds are a motivating and engaging environment with an impact on Second Language Acquisition, in particular when the task design makes uses of the specific features of the environment [23]. A third project to explore the potential of language learning in virtual worlds under Key Activity 3 (ICT) is the V-lang project for “Creative and Open Language Training in Virtual Worlds”. The outcomes of the project include a specific Toolkit which contains a ready to use and up-gradable virtual world with a virtual village, virtual classrooms and meeting halls, open source software for the on-line management of training experiences for teachers and students, and a set of Methodology Guidelines for the integration of on line/blended and virtual learning [24]. The fourth and last project to be considered in this section is the AVATAR project. AVATAR (Added Value of teAching in a virTuAl world) is a two year project (December 2009 - November 2011) co-financed by the European Commission under the Lifelong Learning Sub-Programme Comenius. The project’s primary aim has been to enhance the quality of teaching and education in secondary schools through an innovative virtual world learning 28 Luisa Panichi experience. V-learning is viewed as a platform which promotes learningby-doing that stimulates different learning styles and increases the level of student engagement in different subject matters through technology, the integrations of textbooks, discussion groups and labs. Last but not least, the AVATAR project provides examples of the use of virtual worlds not only for language education but for science education and other areas of the European school curricula [25]. 3. The EUROVERSITY Network The EUROVERSITY Network was put together as an exploitation activity which stemmed from the AVALON project and runs from 1st December 2011 [26] [27]. There was a general awareness among the AVALON project partner consortium in 2010 that parallel developments and understandings about the use of virtual worlds were being developed across Europe in different subject areas in education and that there was a need to start pooling expertise and materials. The network is a 3 year multilateral and transversal network co-funded under Key Activity 3 (ICT) of the LLP of the EACEA. The partnership includes 18 partners from 10 EU countries and 1 partner from a Third Country (Israel). The specific aims of the network are to: § collect examples of good practice in teaching and learning in virtual worlds from different subjects and national and local contexts (including, for example, the projects listed in the section above); § facilitate the transfer of core knowledge to new contexts; § provide a framework for the creation of a pan-European virtual-world university. In reaching the aims of the network, EUROVERSITY expects to: § increase the number of experts in virtual world education; § create a policy of long-term sustainability of the network and its outcomes; § design a model of the transfer of knowledge to new contexts; § engage new partners in the delivery of the network outcomes and in the endorsement of a shared vision. The Euroversity vision is to: § become a European and international point of reference for virtual world education; § create strategic formal alliances with major educational bodies for the delivery of education in virtual world platforms; § make virtual worlds a more commonly used platform in both distance and face-to-face education; Virtual Worlds: An Opportunity for Thinking about Learning 29 § provide official validation via certification of teaching and learning that takes place in virtual worlds so that education in virtual worlds may receive recognition in terms of Higher Education credits. 4. Virtual worlds as a context for research As we have seen in the previous section, virtual worlds are being used for the teaching of a variety of subject matters. This section will look at how virtual reality is not only being used for education but for research purposes in the field of education. Both examples below are taken from partners of the EUROVERSITY network. The first project which is discussed here is the Nordic Virtual Worlds Network for business and entrepreneurship [28]. The Nordic Virtual Worlds Network (NVWN) project is a pan-Nordic, inter-disciplinary project focused on investigating entrepreneurship and innovation in relation to virtual worlds. The project runs from March 1, 2010 to February 28, 2012 and has a budget of approximately NOK 6 mln. The project’s primary financier is the Nordic Innovation Center (NICe). The project is represented in the EUROVERSITY network via project partner Stockholm School of Economics. The first objective of the network is to explore how SMEs and entrepreneurs globally are using and could use Virtual Worlds (VWs) to improve their competitiveness. The second objective is to create a Virtual Centre for VW Entrepreneurship & Innovation in order to stimulate and facilitate knowledge and resource sharing and networking among individuals and organizations interested in VWs. The second project listed here is the ASSIS (A Second Step in Second Life) project [29]. The project is run by the Department of Language Studies at Umeå University, Sweden, and is funded by the Flex fund, a strategic fund for the development of solutions involving flexible learning at Umeå University. The project can be seen as a continuation of a previous flex-project: the Språkens Hus project (House of Languages project), aimed at developing the teaching of oral proficiency in distance courses of North Sami, Finnish and Spanish using virtual worlds. The North Sami part of this project also fed into the EU-funded AVALON project mentioned in the previous section. The educational aim of ASSIS is to build on the experiences of Språkens Hus and other projects to further exploit the affordances of Second Life and other online tools in language learning. The project aims to use virtual worlds as well as other interactive online tools in order to: § allow students to communicate with native speakers in an authentic situation using the target language; § create interactive student-centred courses where students themselves contribute to the content; § create learning environments and scenarios which are relevant for the particular course being taught, and where students can gain 30 Luisa Panichi new insights into the course contents through experiencing things together with others (as opposed to just reading about it). In addition to the educational aim, this project also has fundamental sociolinguistic research aim. The recordings of all virtual world sessions will allow the researchers to look at how the specific tasks and the environment impact on the teacher-trainers’ knowledge and understanding of socio-linguistic characteristics of the foreign language classroom. The main virtual world affordance this research project hinges on is the use of avatars for identity creation and identity modification [30]. 5. Virtual worlds as a tool for thinking about education In this paper we have discussed several projects that are making use of virtual worlds for education and research in different subject areas that come under the general umbrella of the EUROVERSITY Network. While these projects have been initially designed and developed in specific local educational contexts, the inclusion of their activities within the EUROVERSITY network allow for greater visibility of the work being carried out and for the dissemination of project results within a wider, cross-disciplinary educational context and research community. However, as the network expands and more and more examples of best practice and research from a variety of contexts become available, we are now in a better position to take a greater critical stance towards how we, as an educational community, are using virtual worlds. In addition to this, as argued by Choi and Boek [31], virtual worlds, like all new media and their applications, also hold the potential of transforming our understanding of education in general. The following is an open-ended list of questions that have been put together as a summary of where we are today and in an attempt to stimulate increased awareness of our current practice in the interest of further development in teaching and the design of meaningful research frameworks. These questions are: § How are we using virtual worlds? § For replication, simulation, experimentation, representation, communication? § How do we communicate in virtual worlds? § What teaching methods are we using? § Why? § How do virtual worlds make us feel as teachers? § What is the continuum between virtual-world education and nonvirtual world education? Virtual Worlds: An Opportunity for Thinking about Learning 31 References [1] http://secondlife.com/ [2] http://www.activeworlds.com/ [3] http://opensimulator.org [4] Comparative study of 3D environments, Avalon Learning Project https:// files.pbworks.com/download/iNsDc2pPQ6/avalonlearning/34821688/ WP4-4+comparative+study+of+3D+environments+(final).pdf [5] Analysis report on the most effective virtual world for teachers (Last accessed on December 11,2011) 89.202.197.83/avatar/images/files/ Deliverable 10_FINAL_ Most Effective V-Platform for Teachers.pdf [6] de Freitas, S., Rebolledo-Mendez, G., Liarokapis, F., Magoulas, G., Poulovassilis, A. (2010). Learning as immersive experiences: Using the four-dimensional framework for designing and evaluating immersive learning experiences in a virtual world. British Journal of Educational Technology, Vol 41(1), pp. 69–85. [7] Swift project. Last accessed on 11/12/2011 at http://www2.le.ac.uk/ departments/genetics/genie/projects/swift [8] Bani, M., Genovesi, F., Ciregia, E., Piscioneri, F., Rapisarda, B., Salvatori, E. and Simi, M. (2009). Learning by creating historical buildings. In J. Molka-Danielsen and M. Deutschmann (eds) Learning and Teaching in the Virtual World of Second Life, Tapir Academic Press, Norway, pp. 125-144. [9] Carter, B. (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. [10] Sant, T. (2009) Performance in Second Life: some possibilities for learning and teaching. In J. Molka-Danielsen and M. Deutschmann (eds) Learning and Teaching in the Virtual World of Second Life, Tapir Academic Press, Norway, pp. 145-166. [11] TALETE project http://www.avatarproject.eu/avatar/images/AVATAR_ handout_Francesco_Fedele_TALETE.pdf [12] Panichi, L., Reiner, M., Stefanelli, C. and Tramonti, M. (2011). Science in virtual reality. Examples from the Euroversity Network. Refereed paper accepted for the New Perspectives in Science Education Conference, Pixel, Florence, Italy, 8-9 March, 2012. http://www.pixel-online.net/ science/common/download/Abstract_pdf/251-NTST20-ABS-PanichiNPSE.pdf [13] Deutschmann, M. and Panichi, L. (2009). Instructional design, learner modeling, and teacher practice in Second Life. In J. Molka-Danielsen 32 Luisa Panichi and M. Deutschmann (eds) Learning and Teaching in the Virtual World of Second Life, Tapir Academic Press, Norway, pp. 27-44. [14] Lim. K. (2009) A framework for designing curricular interventions inworld. JVWR Vol 2, No 1: Pedagogy, Education and Innovation in Virtual Worlds, pp-3-11. [15] Molka-Danielsen, J. and Deutschmann, M. (2009). Learning and Teaching in the Virtual World of Second Life, Tapir Academic Press, Norway. [16] Bignell, S. and Parson, V. (2010) Best Practices in Virtual World Teaching. A guide to using problem-based learning in Second Life. Preview-psych Project. Available online at previewpsych.org/BPD2.0.pdf [17] Cheney, A. and Sanders, R.L. (2011) Teaching and Learning in 3D Immersive Worlds: Pedagogical Models and Constructivist Approaches. Hershey: IGI Global. [18] Ritke-Jones, W. (Ed.) (2010) Virtual Environments for Corporate Education: Employee Learning and Solutions. Hershey: IGI Global. [19] Huang, H-M., Rauch, U., and Liaw, S-S. (2010) Investigating learners’ attitudes toward virtual reality learning environments: Based on a constructivist approach. Computers & Education 55, pp.1171–1182. [20] http://www.avalonlearning.eu/ [21] https://avalonlearning.pbworks.com/w/page/7682818/FrontPage [22] http://avalon-project.ning.com/group/slexperimentsteachersgroup [23] http://cms.hum.uu.nl/niflar/ [24] http://www.v-lang.eu/section/about/ [25] http://www.avatarproject.eu/avatar/index.php [26] http://project.unimarconi.it/euroversity/ [27] http://euroversity.ning.com/ [28] http://nordicworlds.net/research-team/ [29] https://assis.pbworks.com/w/page/33613545/ASSIS- A Second Step in Second Life [30] Deutschmann M. & A. Steinvall (2011). Identifying Identity. Paper presented at European Computer Assisted Language Learning Conference , 31/08-3/09 2011, Nottingham, U.K. [31] Choi, B. and Baek, Y. (accepted for publication 2011) Exploring factors of media characteristic influencing Flow in learning through virtual worlds. Computers & Education, doi: 10.1016/j.compedu.2011.06.019. 33 Implementing the Use of Virtual Worlds in the Teaching of Foreign Languages (Level A1) Anke Berns1, Antonio Gonzàlez-Pardo2, David Camacho3 Department of Modern Languages, Universidad de Cádiz (Spain) Computer Science Department, Universidad Autónoma de Madrid (Spain) E-mail: [email protected], [email protected], 3 [email protected] 1 2,3 Abstract Since Virtual Worlds (VWs) have been recognized as a powerful tool in education, they have been attracting the interest of many educational institutions and instructors. Our paper intends to explore the possibilities of using Virtual Worlds in foreign language teaching, focusing specifically on the A1 level (CEFR) of German language learners. The present research demonstrates the authors’ experiences with the design of several gamelike applications in a 3D virtual environment as well as their benefits for the teaching and learning process. The paper commences with a short analysis of the specific features of videogames. It then continues by outlining the advantages of integrating them into Virtual Learning Platforms. The aim of this analysis is to explore new ways of guaranteeing a highly interactive, motivating and effective learning environment, not only in face-to-face teaching, but also in the autonomous online learning process. The latter is considered to be complementary to, rather than different from the dynamic of the face-to-face learning situation. Our work combines theoretical research in language learning with a number of empirical studies using a 3D virtual game environment to measure the effectiveness of videogame-like applications on foreign language learning. Finally, the paper concludes with an empirical evaluation of different language learning sessions in which students played the videogame-like application we had designed for this research project. 1. Introduction Since the creation of Second Life in 2003, by Linden Lab, VWs have attracted the attention of many people from very different fields, including foreign language learning. In the area of foreign language learning VWs are probably amongst the most challenging online tools, as they offer new possibilities as well as new perspectives regarding the teaching/learning process [1],[4],[6],[11],[15],[19]. Some of the reasons for this are related to the fact that VWs offer several features which are very similar to natural language learning situations. This explains why learning becomes, for many students, often more attractive (engaging) and dynamic in VWs than 34 Anke Berns, Antonio Gonzàlez-Pardo, David Camacho in traditional E-Learning environments (Moodle, WebCT, etc.). Among the features that make VWs interesting teaching and learning tools the following is worth highlighting: VWs usually offer highly immersive environments because of its 3-D format. This allows users to feel easily immersed and identified with the environment. This is reinforced by the fact that each user moves with his own avatar (student’s 3-D virtual representation) through the VW. VWs offer the recreation of environments which are very similar to real-life situations. This allows the recreation of those scenarios that are difficult to reproduce in the classroom, such as scenarios from a supermarket, shopping center, airport, etc.. All of them are fundamental scenarios in reallife interactions and thus are interesting for language acquisition. VWs offer the possibility to get in touch with other users including native speakers and to practice language directly through the use of voice and text chat. Even though the above mentioned features are quite interesting in language teaching [21] and in particular for the online teaching/ learning process, there are still other aspects which might make it difficult to use VWs with beginners of a foreign language. One is related to the fact that students might feel disoriented or even lost in VWs. This can be explained by the fact that VWs are usually very open spaces which allow users to switch from one place to another and to explore an almost unlimited number of different environments where they can meet, chat and talk with other people. Whilst these features make VWs, for some language learners, highly attractive since they create the opportunity to practice language skills with native speakers worldwide, at the same time these same features make VWs less attractive for other learners. In particular, VWs are less attractive for beginners, as they usually lack the very basic language skills necessary to interact with other speakers in the target language. Therefore, the possibilities of taking advantage of VWs for their own language learning process are much lower when compared to that of advanced learners since the topics they would be able to speak about are still very limited. Taking into consideration the fact that the students our research project addresses are from the A1 level, we needed to guarantee that they wouldn’t feel lost or disoriented in the virtual environment, but rather motivated to use it. To do this we needed a virtual environment which could be configured and fully controlled by the system administrators and instructors. In this way we would be able to not only design specific tasks in accordance to our students’ language level and needs, but also to follow their individual task performance and learning progress. In order to select the most appropriate learning environment, we started analyzing different Learning platforms (Second Life (SL), Active Worlds, Open Cobalt and OpenSim) as well as the possibility to add some additional tools [2],[3],[4]. Implementing the Use of Virtual Worlds in the Teaching of Foreign Languages... 35 1.1 OpenSim and VirtUAM The reason why we selected the OpenSim platform [23] is that unlike other popular platforms such as Second Life, Active Worlds, etc., OpenSim is open source software that can be used with the appropriate software modules, as an E-Learning platform or Learning Management System (LMS). In order to use OpenSim as an E-Learning platform we designed, on top of the OpenSim platform, a Virtual World platform which we called VirtUAM (Virtual Worlds at the Universidad de Madrid). This enabled us to design the mentioned gamelike application. VirtUAM is comprised of four different modules: a grid of computers hosting the 3D environments, a Web portal to provide users with access to information and data, several background databases and finally a statistical module. In our platform users can build their own virtual space with an almost unlimited number of objects to interact with. Additionally, the platform can only be accessed by registered users. In this way we can prevent external users from accessing the VW-learning environment and interfering in students’ task performance. Furthermore, VirtUAM provides teachers and administrators with the possibility to modify and adapt the program, in accordance with the teaching purposes and students’ individual needs. Such modifications might aim at storing the players’ behaviour within a database system or even at including a mechanism which could detect individual learner problems and focus specifically on these problems [4],[22]. Fig 1. VirtUAM platform diagram 36 Anke Berns, Antonio Gonzàlez-Pardo, David Camacho 2. Game design Taking into consideration the fact that our students are at the beginning level of their language learning experience we were particularly concerned about designing very clear tasks to be performed by the students within the VW. It was at this point that we started exploring the possibilities of combining videogame-features with VWs [2],[4],[5],[12],[24]. In the following section we are going to present the videogame-like application that we designed and we modified to include several game-features. Among the features we included were the following: § § § § All the activities were task-based and goal oriented. Feedback was delivered in real time. A score system was included. Most of the activities had a competitive element. The game we designed was a 3-D virtual videogame-like application called “The supermarket-game”. The game itself was based on student motivation and its impact on student learning when they are involved in an interactive task-based learning environment [7],[8],[10],[13]. Additionally individual feedback on student task-performance [1],[4],[11],[16],[25] was included and delivered during the game. The game’s main goal is to introduce basic vocabulary related to German food (vegetables, fruit, milk-products, cereals, etc.) and beverages. In part, both had been previously practiced in faceto-face teaching and are now being fostered and widened through “The supermarket-game”. The following table provides a brief overview of the main game structure and its different levels. As table 1 shows, the game is based on five rooms which, aside from one room, all aim to train the learners’ listening and reading skills whilst writing skills are practiced mainly through the use of text chat. During the game students have to move through the different rooms (levels) with their avatar. Implementing the Use of Virtual Worlds in the Teaching of Foreign Languages... 37 In each level they face a new language task. The game itself is built on a bottom-up principle, focusing firstly on providing students with the necessary language input (level 1), secondly on the opportunity to train newly introduced vocabulary (levels 2 and 3) and thirdly, on the performance of the final task (level 4). This final task requires students to go shopping and acquire several items which are on the shopping lists displayed on the students’ monitor. With the additional integration of a score-system we aimed not only to give students real-time feedback on their performance while playing, but also to increase their motivation. As discussed by several game researchers, motivation is enhanced by individual challenges [9],[10],[14],[16],[17],[18],[ 20]. One of those challenges can be competition since it increases learners willingness to outperform other players. Given this, competition is therefore seen to be a highly attractive game feature to be explored within the teaching and learning process. 3. Empirical Evaluation 3.1 Experimental setup During the current case study one lecturer and one language instructor was on hand to answer queries from the players. Additionally, several external observers analysed the data registered by the VirtUAM-platform. The target group consisted of approximately 85 Spanish university students learning German. Most of them were studying for a degree in modern languages while others in economics or engineering. The students’ target language competence corresponded to the A.1.1 level (CEFR). All students were accustomed to being exposed solely to the target language from the very first moment of their language classes. During the different sessions students were connected from home and invited to use the text chat by communicating solely in the target language. Once the students became familiar with the game dynamic and learning tools they were free to play the game as often as they wanted. The purpose of game repetition was to give students the opportunity to reinforce their learning as well as to improve their scores. 3.2. Game impact and evaluation To measure the supermarket-game’s impact on student learning and motivation we designed a general questionnaire, to be completed by the student participants at the end of the study. The results from the survey can be summarized as follows: 86% of the students state that their motivation towards online-learning increases significantly when learning contents are embedded in a game-based environment. In addition to this, 88% of the students confirm that learning becomes easier, whereas 86% emphasize that it becomes even more entertaining than in other E-Learning environments such as Moodle or WebCT. Moreover, 80% of the students stress their remarkable improvement in terms of vocabulary, 74% in terms of 38 Anke Berns, Antonio Gonzàlez-Pardo, David Camacho pronunciation, 70% with regard to their listening skills and 38% concerning their writing skills. When examining the results it was especially interesting that students became aware of the improvement in their writing skills since these had not been explicitly practiced within the game, only on an individual basis through text chat. Additionally the results from the survey are reinforced by the results from a pre- and posttest, which were completed by the students participants before and after playing “The supermarket game” [2],[4]. 4. Conclusions It is acknowledged that the proposed study still presents several limitations, such as the omission of the voice chat, the need to increase cooperative activities as well as to provide learners with more opportunities for meaningful interaction with others. It is also necessary to design more game-levels in accordance with learners different needs and it is necessary to compare the results of our empiric research with those of a control group. However, some final conclusions can be supported by the previous experiment and the results obtained. Turning back to our initial research question we can conclude that VWs can be used not only from upper intermediate (B1) up to higher language levels (C1), but also with beginner levels (A1). Nevertheless, they have to be used in different ways and according to the specific needs and language skills students have at each language level. As our research project has shown, one of the possibilities to use VWs with beginners is to combine VWs with videogame-like features and thus design very specific and clear tasks to be performed by the learners individually as well as through interaction with others. By including constant individual feedback on learners task performance learners feel highly supported and motivated throughout the learning process. Furthermore, the results of the questionnaire have proven that students feel much more relaxed and free from fear of failure in game-based environments than in traditional learning environments. This can be explained by the fact that gaming is often perceived by students as fun and entertainment rather than related to learning. Nonetheless, further research has to be done in order to explore the educational potential of VWs combined with videogame-like applications on the long-time perspective. Acknowledgement This work has been funded by the Spanish Ministry of Science and Innovation under the project ABANT (TIN2010-19872/TSI). We would like to thank Rita Segheri (University of Washington, Seattle) for her much valued suggestions on this paper. Implementing the Use of Virtual Worlds in the Teaching of Foreign Languages... 39 References: [1] Aldrich, C. (2009). Learning online with games, simulations and virtual worlds. Strategies for online instruction. San Diego: Pfeiffer. [2] Berns, A., González-Pardo, A. & Camacho Fernández, D. (2011). Designing videogames for foreign language learning. 4th International Conference ICT for Language Learning, 20-21 October, Florence, Italy, 2011. Ed. by Simonelli Editore srl, (ISBN 978-88-7647-719-5). [3] Berns, A., González-Pardo, A. & Camacho Fernández, D. (2011). Combining face-to-face teaching with online-learning in Virtual Worlds, Conference Proceedings, Eurocall 2011 Nottingham (submitted nov. 2011). [4] Berns, A., González-Pardo, A. & Camacho Fernández, D. (2011). Learning online with videogame-like applications and Virtual Worlds, ReCALL (submitted nov. 2011) [5] Chang, W.-Ch. & Chou, Y.M. (2008). Introductory C Programming Language Learning with Game-Based Digital Learning. 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(Available at: http://knol.google.com/k/ravi-purushotma/10-keyprinciples-for-designing-video/27mkxqba7b13d/2#done..) [22] Rico, M., Martínez G., Alamán, X., Camacho, D.& Pulido E. (2011). Improving the Programming Experience of High School Students by Means of Virtual Worlds. International Journal of Engineering Education, 27 (1), 52-60. [23] The OpenSimulator. http://opensimulator.org/ [24] Torrente, J., Moreno-Ger, P., Martínez-Ortiz, I. & Fernandez-Manjon, B. (2009). Integration and Deployment of Educational Games in e-Learning Environments: The Learning Object Model Meets Educational Gaming. Educational Technology & Society, 12 (4), 359–371. [25] Sun, P.-Ch., Tsai, R. J., Finger, G., Cheng & Y.Y.& Dowming, Y. (2008). What drives a successful E-Learning? An empirical investigation of the critical factors influencing learner satisfaction. Computers & Education 50, 1183–1202 41 The Future of Textbooks: Bringing Business English Market Leader to Life Jessica Driscoll Languagelab.com London, United Kingdom [email protected] Abstract Using text books to teach ESL has historically been a central part of many teachers lesson planning and continues to be important in classroom teaching. There are textbooks for every subject area from Medical English, Oil and Gas to Business and General English and content varies from country to country. Now the text book has been extended into digital versions using interactive white boards, iPads and mobile devices. With these challenges in mind how does a traditional text book fit into a modern classroom or method of learning? Does the text book have a place in this digital age? Is it enough to simply digitise a book or do educators have to go one step further to make use of this way to present content to students? How can virtual worlds be a part of text books of the future? This paper will discuss the process of turning a text book, ‘Market Leader’ into a digital online experience in English City, the virtual city that uses Second Life as its platform. It will explore the challenges, look at the Beta testing phase and also look at feedback from students about the experience. It will show how turning a text book of tried and tested Business English activities into an immersive 3-D experience is a suggestion of how text books can have a place in the modern digital world. Introduction Using text books to teach ESL has historically been a central part of many teachers lesson planning and continues to be important in classroom teaching. There are textbooks for every subject area from Medical English, Oil and Gas to Business and General English and content varies from country to country. Now the text book has been extended into digital versions using interactive white boards, iPads and mobile devices. For many students reading has become a digital activity using kindles, palmtops, other eBook readers and mobile phones. This can change and shape the way that information is processed and the linear nature of following a text book from start to finish, unit by unit is being undermined by technological changes. [1] The collaborative way of reading and sharing information online has 42 Jessica Driscoll also changed the way students view text books. Personalised and adaptive learning have also become more important, where a one size fits all approach that many text books still have may not be the best approach for students.[2] Challenges With these challenges in mind how does a traditional text book fit into a modern classroom or method of learning? Does the text book have a place in this digital age? Is it enough to simply digitise a book and add a search function or do educators have to go one step further to make use of this way to present content to students? How can virtual worlds be a part of text books of the future? This paper discusses the process of turning a text book, ‘Market Leader’ into a digital online experience in English City, the virtual city that uses Second Life as its platform. It touches on the challenges, looks at the Beta testing phase and also looks at feedback from students about the experience. It will show how turning a text book of tried and tested Business English activities into an immersive 3-D experience is a suggestion of how text books can have a place in the modern digital world. Market Leader is a popular Business English book from the publisher Pearson. The book has 5 levels from Elementary to Advanced and is linear course where students with their teacher can work through the units to get the vocabulary and language practice they need to complete a case study at the end of the unit. The case study has been designed to enable the students to use the language they have learned in the unit in a real business situation. We chose to turn the case study units of the text book into a digital, immersive experience where students could learn by doing in English City and use the language that they have gained in the previous unit. There are many challenges with this process, in particular how to make 2-D lessons materials into 3-D experiences where students and teachers have the opportunity to play a real business person and use their skills to complete tasks. To really bring the text book to life it was necessary to build all the physical locations of the companies and businesses in Market Leader and to showcase the products that the students would be talking about. The creation of characters and distinctive physical spaces in the virtual world which the students may have seen in the text book added to the feeling of immersion. Interacting with the objects collaboratively in real time created a strong sense of co-presence among the students. [3] A further challenge when adapting Market Leader for use in a virtual world was how to balance the language input the students needed to complete the activities with the actual business knowledge the tasks required. Each of the immersive experiences in English City are stand alone experiences which the student can take in a non-linear way, mirroring the types of business The Future of Textbooks: Bringing Business English Market Leader to Life 43 interactions they may face in real life. Therefore, the environment had to be equipped with visual prompts, vocabulary, listening materials and the ability for the students to work collaboratively and the teachers playing character roles had to create a context for the authentic interactions. Character Driven Learning Languagelab calls the roles that the teacher plays ‘character driven learning’. The teachers in English City play characters which allows the teacher to act in way they may not be able to in a traditional classroom environment. In a business context for instance the teacher playing the role of the struggling entrepreneur that is about to go bankrupt, the students can give him advice. Or if there is a human resources situation which requires a heated interchange the student is interacting with the character and not a teacher, thus we have found the interactions to be highly authentic. In the case of Market Leader the characters have been taken from the text book so those students who have used the text book are able to ‘meet’ the characters and interact with them. There is a great deal of training involved in preparing teachers for character driven learning and a suspension of belief is required from the student. [5] However, in many ways this is less suspension of belief required than the simulation of a business situation in a classroom context, where the student knows the teacher well and a significant portion of the students’ energy is focused on imagining a context and not focused on language production. In the virtual environment the context, the characters and the language input is already provided so the student can concentrate more on language production. Negotiating meaning is key in using a virtual environment for Business English tasks and students have to use social skills as well as language skills to complete the tasks. [6] Immersion and realism Some additional advantages of using a virtual world rather than a Skype for a conference call Business English simulation are the interactions before and after class time. In an interview about meetings at Suncorp Medway, the General Manager Gavin Keely stated “In the sterile environment of a conference call you do not get the pre-and-post-call interaction....What you find with Second Life meetings is the sidebar conversations happen...” [7] The sidebar conversations he is speaking about are what happens in physical meeting situations, conference participants and colleagues can informally receive and give out information, utilise and build communication networks. These virtual world interactions assist participants when trying to do a real life task as a recent article from the Science Daily states, ‘ Virtual Worlds offer the possibility of realistic, interactive environments that can go beyond the formal curriculum. They can enable young people to develop 44 Jessica Driscoll skills which are used in real world settings, such as organisational and cognitive skills.’ [8] In addition to the use of character driven learning and the real world simulation in the form of meetings, negotiations, product pitching etc. multi-media in the virtual space and a combination of video, audio, interacting with web pages, collaborative writing tools and images create a full and engaging experience for the learner. The tools a virtual world can offer in this respect take the text book experience to the next level in terms of engagement. A group of students can work collaboratively on an interactive screen and discuss tables, graphs etc without leaving the virtual environment resulting in fewer distractions and a higher degree of immersion. Students can listen to sound clips relating to the case study and also bring in media that relates to their job or to the case study topic. Adaptive Learning Making the virtual case studies personal to each student was also a challenge as students have diverse cultural backgrounds and linguistic needs which effect their learning. To ensure that the students focused on the units of the case study that were most important and beneficial to them, they were required only to complete the initial assessment which ascertained a students’ level and competency and an end of course assessment which would give an indication of their progress. All other modules could be taken in any order the student wished, thus enabling a greater deal of autonomous learning. However, as part of the Market Leader Live course the students also had access to English City and General English classes and events. Students reasons for attending the General classes were varied, some of them wished to further improve pronunciation, others wanted to gain extra vocabulary or attend fluency building sessions. The General English courses in English City work by a principle of adaptive learning. The use of a recommendation engine enables adaptive learning to happen and empowers the student to chose their own learning path. The recommendation engine works on a system where teachers recommend skills that a student needs to improve after every class. For example they may choose pronunciation and grammar. This results in a list of generated recommendations for classes where the focus is pronunciation and grammar. This approach combined with the requests of the student results in a personalised adaptive system. The importance of adaptive learning and being able to respond to student needs is central to the importance of a virtual world as a platform for personalised learning. Results from the Beta test phase of the Market Leader Live case studies fed into further research and development to improve the product. These results reinforce the suggestion that experiences in virtual worlds can be The Future of Textbooks: Bringing Business English Market Leader to Life 45 as realistic as those in the real world, “Many thanks to the organizers for a vivid, memorable event” [9] and “Both teachers did an excellent job and challenged us with networking exercises in simulated real-life situations. Special thanks...... put huge efforts in organizing this event!” [10] Both of the virtual experiences are seen here as real events where the students completed real activities and felt an emotional connection to the outcome. The feedback from the teachers included one teacher stating that it was the highlight of his teaching week, when students interacting with little or no teacher prompting for 45 minutes in a simulated business situation. Conclusion In conclusion, the future of text books as virtual experiences and what further research and development could be done to make student experiences more meaningful is exciting and the possibilities are endless. With the capability to produce bespoke integrated solutions across platforms, students could bring their work documents and proposals to a Market Leader Live session and get a real time critique from an international and experienced audience in time for a presentation the next day. The textbook in this case is the scaffolding for real experiences and the guidelines for the teacher to facilitate something much more than role playing in a classroom situation. The added advantage of having a global audience and the opportunity to create communities to network in are also beyond the scope of a traditional textbook where the narrative is merely a background and not a central part of the language production. As students all over the world continue to expect more from language learning and technology, it is no longer enough just to digitise a text book. Adaptive, immersive, custom built experiences will soon be the standard education provided on a digital platform. References [1] Lin, C. C., Lin, I.Y.-J “E-book Flood. for Changing EFL Learners’ Reading Attitudes. Proceedings of the 17th International Conference on Computers in Education” (2009), http://www.apsce.net/ICCE2009/ pdf/C6/proceedings769-776.pdf [2] Sonwalkar, Nishikant. “Changing the Interface of Education with Revolutionary Learning Technology.” Syllabus, November, p. 10-13. (2001), http://net.educause.edu/ir/library/pdf/ERB0507.pdf [3] Attasiriluk, Songpol. Nakasone, Arturo. Hantanon, Wisut. Prada, Rui. Kanongchaiyos, Pizzanu. Prendinger, Helmut. “Co-presence, collaboration, and control in environmental studies: A Second Lifebased approach”(2009) http://gaips.inescid.pt/gaips/component/gaips/ publications/showPublicationPdf?pid=28&format=raw 46 Jessica Driscoll [4] Bronack, Stephen. Sanders, Robert. Cheney, Amelia. Riedl, Richard. Tashner, John. and Matzen Nita. “Presence Pedagogy: Teaching and Learning in a 3D Virtual Immersive International Journal of Teaching and Learning in Higher Education” (2008), Volume 20, Number 1, 5969, http://www.isetl.org/ijtlhe/pdf/IJTLHE453.pdf [5] Mantovani, Fabrizia. Castelnuovo, Gianluca. “Sense of Presence in Virtual Training: Enhancing Skills Acquisition and Transfer of Knowledge through Learning Experience in Virtual Environments” (2003) http://www.neurovr.org/emerging/book4/4_11MANTOV.PDF [6] Schwarzer, David. “Best practices for teaching the “whole” adult ESL learner.” New Directions of Adult & Continuing Education, (2009): Issue121, P. 25-33. [7] Sharwood, Simon.” Suncorp GM Second Life Trumps Video Conferencing” (2007) http://searchcio.techtarget.com. au/news/2240019427/Suncorp-GM-Second-Life-trumpsvideoconferencing [8] “Avatars help people develop real world skills” 7th December, (2011) Science Daily http://www.sciencedaily.com/ releases/2011/12/111207104817.htm [9] Philly,Anatoliy. “The Benefit of the red shirt for a memorable presentation” Languagelab Student Blog, October 2011 http://studentsblog.languagelab.com/post/11027865572/the-benefit-ofred-shirt-for-a-memorable-presentation [10] Franz, Andreas “Market Leader Launch” Languagelab Student Blog, October 2011 http://studentsblog.languagelab.com/post/12198798278/ market-leader-launch 47 Street Artists in a Virtual Space Ilaria Mascitti, Monica Fasciani, Daniela Di Marco Università degli Studi Guglielmo Marconi, Rome [email protected]; [email protected]; [email protected] Abstract Information and communication technologies have great potential for knowledge dissemination, effective learning and the development of more efficient education services. The information and communication systems, whether networked or not, serve as specific media to implement the learning process. The present paper will give a general overview of a new integrated learning methodology that combines an e-learning platform with a 3D virtual world and that aims at encouraging students participation as well as creative teaching and learning. It will show how this new methodology has been applied through the project ST.ART in the European partner schools. The learning takes place within technology-supported community of learners involved in creation as well as consumption of content. Introduction ST.ART (STreet ARTists in a virtual space) project aims at providing an innovative learning platform as a laboratory where contemporary art works can be carried out by young students in particular of visual art schools. ST.ART project embraces the best of the new possibilities offered by modern technologies as a support to education in order to break down the barriers between formal and informal education. Allowing the users to have a voice and to actively participate in the learning process is a very powerful way to keep them engaged and to have them reflect upon what they are constructing and eventually learning. Today’s students learn differently from those of previous generations, they are equipped with different attitudes toward education. The use of technological tools can create an alternative to traditional education, that blends together games and learning. The functionalities of the technological system are designed to facilitate the pedagogical model implementation in a wide range of educational settings, both formal and informal. The didactic environments involve the users with user-generated contents, transforming people from content readers into publishers thus participating in the knowledge construction. The use of multimedia tools offers the possibility to use different communication codes at the same time. 48 Ilaria Mascitti, Monica Fasciani, Daniela Di Marco 1. ST.ART project ST.ART is a 24 months project co-funded by the European Commission Education, Audiovisual and Culture Executive Agency, Lifelong Learning Programme Comenius Project (project number 503230-2009-LLP-ITCOMENIUS-CMP) www.startproject.eu. As the title suggests the pivotal topic around which the project unfold is street art. Street art is art made in public spaces and includes: graffiti, stickers, stencil art and wheat pasting. It has developed out of the graffiti tradition of the 1980s and over the last decade it has become one of the most popular and controversial art forms in the contemporary scene, reaching also the mainstream. Given its background and origins Street art gives rise to a variety of interpretations: by some it is considered a plague while for others it is an artistic expression or a tool to communicate dissent and expressing concerns. For these reasons most of young people do not know the nuances of street art forms and they are not totally aware of the liable boundaries existing between street art and vandalism. In this context the main aim of ST.ART project is to have students (16 to 18 year old students in secondary schools, especially in art schools) better know street art, its origins, roots and latest developments and understand the difference between aesthetics, street art forms and vandalism. ST.ART wants to produce innovative learning materials, which deal with curricular topics, but go more in details and merge together the theoretical and the practical aspects: i.e. the contents, that integrate the latest art trends with current art curricula and an innovative technological system, which creates a new Virtual Learning Environment. The pedagogical tools are developed in the form of attractive and fun contents delivered in virtual environments (i.e. e-learning platform and 3D virtual world). 1.1 ST.ART background As first step, ST.ART partnership carried out a Comparative research on current art curricula, defined by the Ministry of Education (or any other relevant institution) in the countries involved in the project i.e. Italy, Austria, Malta and Lithuania. The research aimed at defining whether in the schools addressed, Street art is a topic included in official modules within the curricular planning of contemporary art history classes. The research wanted to point out similarities and differences existing in legislative/education frameworks about street art forms. What came out as an outstanding issue is that there are no special street art school programmes or express references in contemporary art curricula of all inquiring countries. However street art is close to students’ interests and there is a number of experiences in extracurricular activities. On the other hand there are no education programmes and activities aimed at preventing vandalism. 1.2 Training path At methodological level, the objective of the ST.ART project is to put the school teachers in a position to pursue a flexible teaching, using appropriate Street Artists in a Virtual Space 49 resources and completely friendly technology. The teaching is flexible if it is able to adjust better to the learning levels of students to allow them to activate a cognitive complexity appropriate to their actual potential. ST.ART’s educational objectives are to improve students’ basic and transversal skills, for example: § communication in English with their peers; § digital, social and civic competencies, sense of initiative and entrepreneurship, cultural awareness and expression; § creativity thanks to the development of the art project work in Open sim. The processes of learning are complex and multifaceted and they undergo changes over the time. The most advanced education methodologies are focusing on flexibility, risk-taking, creativity and problem solving through modern methods of teaching and so called “atypical” forms of learning, such as co-operative learning, and through the use of multilateral clusters, community networks and ICT in teaching. The breakthrough of cognitive and constructivist approaches shifted the focus of education methodologies from teaching to learning. According to this paradigm teaching and learning in schools should be viewed as systemic processes that rely on principles of active participation, social interaction, dialogue and reflection. In this context teachers are more like facilitators who help learners to get to their own understanding of the content. Based on these assumptions ST.ART learning process has been implemented in three different and parallel sessions: § the first one is an e-learning environment where students have access to theoretical information about the relevant topic, street art. The course is structured around three core modules: aesthetics and creativity of street art forms; entrepreneurship; and digital competencies in web 2.0 and virtual words. The lectures are mediated by teachers who can apply several methods to keep students actively involved in the course: course e.g. reciprocal questioning (students work together to ask and answer questions); jigsaw classroom (students become "experts" on one part of a group project and teach it to the others in their group); or structured controversies (students work together to research a particular controversy). All the learning objects (included audiolessons and lecture notes) are in English and this makes these educational tools usable as interdisciplinary material for English language and art teachers. Within the learning platform a forum area is foreseen ,where teachers can exchange ideas, opinions or talk about different learning methodologies with their peers in other European countries involved in the project. § In a 3D virtual world, which is the second session, students carry out a project artwork. Open Sim is a 3D world that tries to reproduce 50 Ilaria Mascitti, Monica Fasciani, Daniela Di Marco the real one, including the development of new rules. This virtual world has the potential to develop a simulation of “real life” skills and competencies. First students have to create their own avatar and go around the city, Metropolis. They have to learn how to use all the tools that the 3D virtual world provide them with, and start working on the practical art work project. The activities in the city foresee some synchronous lectures to be held by the Mayor of the city. The lectures are mainly discussion groups through which the Mayor gives students insights for discussion about correct behaviour in the city, a draft legislation, how to perform street art legally. The discussions on the correct behaviour in Metropolis turned out to be a common denominator in the live sessions in Open sim. These discussions gave birth to the “Law for the Regulation of Street Art in Urban Areas” in its own terms the Law regulates “static inanimate artistic forms of expression in urban areas of the City of Metro, the issue of licenses and establishment of the regulatory authorities”. The discussion engaged the students, thus favouring social interaction within Open sim. They saw the law changing from a draft into a final document to be used in Metropolis and this made them more committed to the design of contents and implementation of activities. The Law has been uploaded in the Art gallery as a memorandum. While virtual worlds with their three-dimensional landscapes and customizable avatars seem similar to popular Online Games, they do not adhere to the traditional definition of a game. Virtual worlds are more focused on socializing, exploring, and building. As a consequence, one of ST.ART’s expected results was to create an active educational community in Metropolis. In order to encourage students from different countries and different schools to interact with their peers and behave in compliance with the regulation agreed upon, Metropolis has been divided into 5 different areas: each area is characterised by a colour and a background theme. The students had to choose an area in which they wanted to operate: therefore they are called to make research, build their own artwork or upload pictures related to the theme of the area and they become part of a multinational and multicultural group. § The third session is represented by the social area, within the 3D Virtual world, where the students can interact with peers, in a collaborative way, exchange ideas, opinions, views, teach each other and learn from each other. In the social area and 3D virtual world training sessions the students are engaged in an active learning process which is student-centred and guided by an expert of content (as moderator/mentor) who interacts with the students. This kind of learning allows an active development of competencies based on evidence as students actively construct new knowledge as they interact with other people. Street Artists in a Virtual Space 51 1.3 Methodology In order to achieve its objectives the ST.ART developed a new and innovative Virtual Learning Environment, made up of two settings: § an e-learning environment with a training area that uses the common tools of a modular learning platform to favour students’ content learning § a virtual 3D world (based on the Open Sim environment) where art works are performed; the 3D world includes a social area where students can have open discussions. Claroline is the e-learning platform used for delivery of the online course. This platform is suitable for delivery of distance learning, in particular through Internet. As for the 3D Virtual world ST.ART used the Open Simulator, often referred to as Open Sim, that is an open source server platform for hosting virtual worlds. While it is most recognized for compatibility with the Second Life client, it is also capable of hosting alternative worlds with differing feature sets with multiple protocols. The friendly interface of technological tools allows users to connect with one another and to identify themselves with their own avatars, to increase motivation, to reinforce the skills previously acquired and to enhance their overall learning experience. The use of game-based systems format is very effective since it engages the young generation and lets them speak their own language. Positioning students in the role of the main learning character can strike their interest, and at the same time, can lead them to have a deeper engagement with the content. School teachers play together with students since it is essential for the teachers to engage themselves in the virtual worlds too. They need to communicate with students in a common language in order to be able to still lead and shape students’ learning. As teachers play, they help the narrative unfold, motivate students with appropriate feedback and highlight key concepts embedded in the virtual scenario. The collaborative environment of virtual worlds, provides synchronous communication and interaction among students. This social interaction and the relationships that develop, in this immersive virtual reality, between students and among students and others, create a community of learners. Virtual worlds promote a greater in-depth knowledge of the content, process, and applications, facilitating an authentic learning experience. The experiential learning processes involve a higher level of interaction, which evolves as student and teacher participate in discussions, collaborations, feedback, and shared content knowledge. In addition to creating an enjoyable experience, virtual worlds provide students scaffolded spaces that can support practical experimentation, critical thinking, and other information literacy skills. 52 Ilaria Mascitti, Monica Fasciani, Daniela Di Marco 1.4 Results The main result of our project is to have produced an innovative learning and teaching methodology that merges together the theoretical and the practical aspects i.e. the contents that integrates the latest art trends with current art curricula and an innovative technological system which creates a new Virtual Learning Environment. The functionalities of the technological system are designed to facilitate the pedagogical model implementation in a wide range of educational settings, both formal and informal. The range of applications used to support the chosen topics demonstrates an interest to cross subject boundaries and take learning beyond the classroom. The access to Metropolis is restricted to teachers and students who participate in the implementation of the project, in order to guarantee more effective control, better protection of their privacy and real development, in a virtual environment, of the school settings. Conclusions In conclusion the ST.ART project embraces the best of new possibilities offered by modern technologies as a support to education, in order to break down the barriers between formal and informal education. The technologies used can facilitate the process of creation and rendition of art topics. The pedagogical model related to 3D virtual world provides the students with inputs and tools: the students are then called to interact, through the use of avatars in a virtual role-playing context, reproducing a real life setting. In so doing they can build a community of artists: they have to work together, respect each other, allow space for others, create friendships and try to turn Metropolis into a modern artistic city. The educational model offered by the project is in fact based on synchronous as well as asynchronous tools, with specific and dedicate focus on group activities. The latter offers a great opportunity for social interaction and it shows how cooperation can produce amazing results. The current global situation requires new ways of thinking and the key competences needed in future have to reflect more than before, flexibility, risk-taking, creativity and innovation. This is a challenge for formal education in general and lifelong learning in particular. References [1] Hirooka, Masaaki, (2005), Nonlinear dynamism of innovation and business cycles, in U. Cantner, E. Dinopoulos & R. Lanzillotti (Eds.), Entrepreneurships, the new economy and public policy (pp. 289–316). New York: Springer. Street Artists in a Virtual Space 53 [2] Lave, Jean, and Wenger, Etienne, (1991), Situated Learning: Legitimate Peripheral Participation (Cambridge: Cambridge University Press). [3] Prigogine, Ilya. (1997). End of certainty. New York: The Free Press. [4] Swan, Karen, and Shea, Peter, (2005), The Development of Virtual Learning Communities, in Hiltz, Starr Roxanne, and Goldman, Ricki, eds., Learning Together Online: Research on Asynchronous Learning Networks (Mahwah, N.J.: Lawrence Erlbaum). [5] Tavangarian D., Leypold M., Nölting K., Röser M.,(2004). Is e-learning the Solution for Individual Learning? Journal of e-learning. [6] Vygotsky L. S. (1978). Mind in Society: The Development of Higher Psychological Processes, ed. Cole, M., John-Steiner, V., Scribner, S., and Souberman, E., (Cambridge: Harvard University Press). [7] Wood, N. T., Solomon, M. R., Marshall, G. W., Lincoln, S., (2010). Corporate Training Goes Virtual: A Hybrid Approach to Experiential Learning In Virtual Environments for Corporate Education: Employee Learning and Solutions (pp. 284-301). 54 Gender-Bending in Virtual Space - Using VoiceMorphing in Second Life to Raise Sociolinguistic Gender Awareness Mats Deutschmann, Anders Steinvall & Anna Lagerström Department of Language Studies, Umeå University (Sweden) [email protected]; [email protected]; [email protected] Abstract This paper presents further innovative use of virtual worlds under the pilot stages of ASSIS (A Second Step in Second Life), a project funded by Umeå University. One aim of the project is to make use of the affordances offered by Second Life in order to raise sociolinguistic language awareness among teacher trainees and other students studying sociolinguistics. Several experiments have been conducted where creative use of the avatar in combination with so-called “voice-morphing” allowed students to be exposed to, or experience different linguistic identities. In the following paper, we describe four such experiments. In the First one, we recreated a classic sociolinguistic experimental design, the so-called matched-guise test, in order to test whether our female students were evaluated differently on various personal characteristics when they appeared as male avatars. Contrary to previous match-guise studies, our results showed that all the females were more positively evaluated than all the ‘males’. However, this overall pattern was very likely a result of the poor quality of the female-to-male voice-morph. In the second experiment, students were offered the possibility of experiencing the opposite gender in a cross-cultural course setting in SL, in order to reflect over how this “gender change” affected the way they were treated in conversations. Only one student took this opportunity leaving few conclusions, except awareness of the ethically problematic aspects of such arrangements. In the third experiment, we used voice-morphing in SL to raise students’ awareness of how gender stereotypes can influence their perception of teachers. In addition to the real (male) teacher, we created two voice-morphed teacher assistant avatars in SL, one male and one female. Student evaluations showed that they were partly influenced by stereotypes and partly not. The design of the experiment was criticized by the students, however, as they felt that they had had too little time with the teacher assistants to evaluate them properly and therefore gave average ratings. In the fourth study we used similar characters as in the previous study, but in an online lecture during which the real teacher spoke as himself and also gave talks, one as his female and one as his male Gender-Bending in Virtual Space – Using Voice-Morphing in Second Life to... 55 PhD student. The students listening to the lecture evaluated the female PhD student as more likeable and the male PhD student as more intelligent. After, the design was revealed and the students reflected extensively on the result and how unconscious gender stereotypes influence how we judge people. The models and studies presented here point to the potential of virtual worlds as tools for awareness-raising activities regarding gender as a social construct 1. Introduction On the basis of studies from various 3D VEs, Thorne, Black & Sykes [1] point to several possibilities for language learning including in the area of experimentation with identity in relation to language. In this context, gender is a variable that has been contemplated as important, but while Second Life (SL) offers excellent opportunities to investigate gender roles, little has been written about this topic in relation to SL and language studies (SL) [2]. In the project ASSIS, funded by Umeå University, Sweden, we wanted to raise gender awareness among language students using the affordances offered in SL. The activities were integrated in courses in sociolinguistics, where the social-constructivist view on gender and language was one of the main topics explored. According to this view, gender is not a stable state, but rather constructed in the conversational interplay between interlocutors [3] [4]. We wanted to raise awareness of the mechanisms of this construction through experiments using voice-morphing and avatar construction. The following paper describes four such experiments. 2. Case Descriptions In all of the cases described below, we used the voice-morphing tool that is available in SL in packages consisting of 5 voices (feminine packages, masculine packages etc.) from “Voice Island”. Once purchased, the voicemorph can be activated by clicking on the arrow beside the voice button in Viewer 2. You then have the option to activate one of the five voice-morphs (see Fig. 1 below). 2.1. Matched-Guise Experiment This experiment explored matched-guise technique using the possibilities that virtual worlds offer in terms of gender manipulation. The original study [5] investigated how Canadian listeners’ attitudes were affected by the language of the speaker. Four bilinguals would read the same text in both English and French. These recordings were then played to respondents or ‘judges’, who were asked to evaluate the speakers on personal characteristics. Of course the ‘judges’ did not know that the same people were speaking in the two languages. The study showed that the person reading was evaluated 56 Mats Deutschmann, Anders Steinvall & Anna Lagerström Fig. 1. Voice-morph options in package ‘Feminine 2’. differently depending on which language was used. Since then the technique has been used and developed in a number of studies investigating different attitudes to language output such as national and regional accents, [6]. While comparisons of gender effects on evaluations of different dialects have been studied previously [7], to the best of our knowledge, no study has explored this technique in virtual worlds, and with regard to gender. Our experiment was set up in a Master’s course at a Swedish university with four female students, from Sweden, Iran, South Africa and China. We made machinima recordings of the students reading a short text in SL using their real voices and female avatars. We then used female-to-male voice-morphing and male avatars to record the same students reading the same texts as ‘males’. Approximately 50 outside ‘judges’ were asked to evaluate the avatars using a 7-point Likert scale. Essentially following the methodology and trait inventory of Cavallaro & Chin [6], the traits were ‘hardworking’, ‘intelligent’, ‘ambitious’, ‘confident’, ‘trustworthy’, ‘considerate’, ‘kind’, ‘honest’, ‘caring’, ‘likeable’ and ‘funny’. One obvious difference compared to previous studies was that the ‘judges’ could see an avatar. Because the appearance of the avatar could affect the evaluation, the students were asked to keep their two avatars as ‘neutral’ as possible in relation to one another. Based on the results from Andrews’ study, where male voices were evaluated higher than their female counter-parts on all traits [7], our hypothesis was that male avatars would be evaluated higher, especially on prestige attributes such as ‘intelligence’, ‘confidence’ and ‘hardworking’. Our hypothesis was refuted. In fact, the female avatars were evaluated higher on all characteristics. However, statistically significant differences were only found (t-test, p≤ 0.05) for one avatar and for three characteristics (‘confident’, ‘intelligent’ and ‘kind’). The most feasible explanation for these results was Gender-Bending in Virtual Space – Using Voice-Morphing in Second Life to... 57 that poor and artificial quality of the female-to-male voice morphs influenced the ‘judges’ leading to higher evaluations of the un-morphed female voices. We find it unlikely that the avatar appearances produced this outcome. 2.2. Students Gender-Bending In the second experiment, we gave students the opportunity to gender morph to experience if there was any difference in the way that they were treated in conversations when acting the opposite sex. The setting for this second experiment was a Master’s course in sociolinguistics where the students were to discuss gender and language matters in a cross-cultural setting with peers from Chile. All participants could choose to gender morph or not, and perhaps because almost all students were female and the female-male morphs had proved themselves of poor quality, only one person decided to use this option. Unfortunately, she was far from convincing as the voice sounded artificial, but nevertheless she maintained that the experience was “extremely liberating”, but “quite psychologically disturbing”. In retrospect, the main problems with this model are the ethical dilemmas it presents. Firstly, we do not know how students may react when they enter the role of the opposite sex. Some students may find this extremely disturbing (for a number of reasons), and the experience may trigger psychological processes over which we have little control. A second dilemma is the fact that interlocutors may say or do things they would otherwise not if they knew the true identity of the conversational partner. People may, for example, disclose secrets or make flirtatious approaches, all of which can cause considerable embarrassment and place students in difficult positions. With all this in mind, we hesitate to propose this approach and instead recommend more controlled models where the educators themselves take on the gender morphed roles. 2.3. Evaluation of Teacher Assistant(s) In the third experiment, we used voice-morphing in SL to study if gender stereotypes influenced students’ perception of teacher performance. The pedagogic aim was to raise teacher trainee students’ awareness of this issue. The setting was a course in sociolinguistics on the subject of gender attended by 34 third-year EFL teacher trainees. The students were to conduct two case discussions on the topic of gender in the classroom in SL, and would be joined by outside ‘expert peers’ (active language teachers and researchers). In SL, the students were split into 11 discussion groups of 3-4 students and one expert peer, and assigned their own sound parcel (see Fig. 2). They were also told that there would be two teacher assistants, Rory (female) and Rico (male), circulating during the discussion helping out to clarify things. 58 Mats Deutschmann, Anders Steinvall & Anna Lagerström Fig. 2. Aerial view of sound parcels used for group discussions. In reality, a (real) teacher acted as both Rico and Rory, with his voice morphed to a lower pitch for Rico and higher pitch for Rory. After each session, the students then evaluated the two in an online questionnaire in relation to statements about facilitating discussion, addressing female vs. male students, and listening vs. talking much themselves. The student’s ratings of Rory and Rico were analysed using t-tests (p≤ 0.05). In order to compare student ratings with actual performances, the group discussions were recorded, and used to collect data corresponding to the statements in the questionnaire. The students rated Rico significantly higher than Rory for facilitating discussion (workshop 2), giving both males and females more attention (workshop 1), and for making students speak. This result was unexpected as studies show that female teachers are more likely to be rated high for promoting discussion and giving students attention [8]. However, data from the sound recordings showed that Rico facilitated discussion more, meaning that the students were not influenced by gender stereotypes in this case. Rory, was rated significantly higher than Rico for addressing male and female students equally (workshop 1), for “taking over conversation”, and for “listening with interest”. It is well established that teachers tend to address male students more frequently than female [9]. However, the sound recordings showed that contrary to this and to most students’ perceptions, Rory and Rico both addressed proportionally more female students. It is possible that the teacher overcompensated, or that female students were more active in interacting with teachers. Contrary to the evaluations, the sound recordings showed that Rico, not Rory, took over conversation more. It is possible that we expect this kind of behaviour Gender-Bending in Virtual Space – Using Voice-Morphing in Second Life to... 59 from male but not female teachers. That Rory was considered to be a more interested listener was expected as female teachers tend to be perceived as better listeners [10]. These results confirm that the students were at least partly influenced by gender stereotypes in their evaluation of Rory and Rico. After the experiment the design was revealed during a debriefing, with the aim to use the data as a starting point for discussions on gender stereotypes in the classroom and how these had influenced the students’ perceptions. Unfortunately, there were too many distractions during the experiment drawing students’ attention from the aim: Rory and Rico spent very little time with each group since “they” had to interact with all groups; the additional variable of an outside discussion partner took much attention, and finally students were focussing on the content since they had to write two graded reports. Many students claimed that they did not get a lasting impression of Rory and Rico, whose presence they experienced as peripheral. We thus conclude that whilst our results were partly in-line with what we had expected, they did not cause the “aha-effect” we had hoped for. Letting morphed assistants partake during the entire discussion with each group would be a way around this problem. 2.4. The Lecture Model During the project we were invited by one of our colleagues (Kristy Jauregi at Utrecht University, Holland) to give an online lecture on virtual worlds to her Master students in Intercultural Communication, studying a course on multilingualism and mediation. In the course, topics such as culture, identity, stereotypes, competences of the intercultural speaker and mediator are central. With the aim to demonstrate virtual world identity construction in a practical way, the online lecture, which was formally framed as a talk in SL on virtual worlds by a Swedish lecturer and his two PhD students (see Fig. 3), was projected to two groups of students (36 in all) in a lecture theatre. Fig. 3. The male lecturer character (left), with his female PhD student (middle) and male PhD student (right) 60 Mats Deutschmann, Anders Steinvall & Anna Lagerström In reality, the lecturer and the PhD students were the same person working from two computers using three avatars, with his un-morphed voice representing the lecturer, a female voice-morph representing the female PhD-student, and a voice-morph which made his voice deeper representing the male PhD-student. During the presentation, the lecturer introduced the subject of virtual worlds after which he handed over to “his PhD students” and logged out. In the first trial, they then each gave a 20-minute talk about ASSIS. After this, the lecturer returned and asked the students to rate the PhD students on the attributes: likeability and intelligence, using a 6-point Likert scale. The ratings were then immediately calculated and the experimental design was revealed. Students were also asked if they suspected that voicemorphing had been going on, after all, it was the topic of the lecture. This was followed by a discussion of the results and what they revealed about the groups’ stereotypical views on males and females. The first group that was given the lecture strongly suspected that some form of voice-morphing was taking place (13/20) and hence these results were discarded. In the second lecture, we modified the design so that instead of taking two distinct turns, the “PhD students” gave the lecture together in a more conversational fashion, sometimes commenting on each other and asking questions. This was made possible by wearing two head-sets simultaneously and alternately muting the microphone on one head-set depending on which avatar was supposedly speaking. In this second group no one suspected that the doctoral students were the same person (the lecturer), and there was a significant difference between how the students evaluated the male and the female PhD avatars. The male was evaluated as slightly more intelligent (p= 0.07 using a t-test), while the female was deemed as significantly more likeable (p= 0.001 using a t-test). The most favourable result, however, were the responses to the question of what they had learnt, posed in the post-event survey: § “I learned how easy it was to influence people's thoughts on somebody's identity/personality […]. It creates a whole new look on how we judge people by looks and gender!” § “I think it's very interesting how male and female can be so different even though they are the 'same' person.” § “Yes, I learned that even though I think gender isn't important in the vision you have of a person it plays a big role in your valuation of a person, […] in the real world too I guess.” § I think most of us learned that our judgements […] were mostly influenced based on exterior features and voice rather than the information that they gave to us. I think it brought some kind of awareness that you have to look further than only the exterior of a person. Gender-Bending in Virtual Space – Using Voice-Morphing in Second Life to... 61 3. Concluding remarks While we see great potentials in using SL to raise language awareness in relation to gender, we also encountered some problems in the development of our models. For example, the relatively poor quality of the female-to-male voice-morphs in SL hindered us from fully exploring the full potential of some of our designs. A way around this problem would be to use voice-morphing tools of better quality outside SL. We were also struck by some of the ethical dilemmas our experiments presented that we had not fully contemplated prior to the project. We thus see the future need to carefully consider all possibilities before embarking on identity manipulation, especially when students are involved. Finally we see great potential using virtual worlds in order to explore other variables that may affect listener perception. Age, outward appearances and ethnic identity are examples that we look forward to investigating in the future. References [1] Thorne, S. L., Black, R. W. and Sykes, J. M. (2009) Second language use, socialization, and learning in Internet interest communities and online gaming. The Modern Language Journal, 93 (1), (p.813). [2] Inman, C., Wright, V. H. and Hartman, J. A. (2010) Use of Second Life in K-12 and higher education: A review of research. Journal of Interactive Online Learning, 9 (1), (p.54). [3] West, C. & D. H. Zimmerman (1987). Doing Gender. Gender and Society, 1 (2), 125-151. [4] Crawford, M. (1995). Talking Difference: On Gender and Language. London: Sage. Darcy. [5] Lambert, W.E., R.C. Hodgson, R.C. Gardner, and S. Fillenbaum. (1960). Evaluational reactions to spoken language. Journal of Abnormal and Social Psychology 60 (1), 44-51. [6] Cavallaro F., Ng Bee Chin (2009). Between Status and Solidarity in Singapore. World Englishes, 28 (2), 143-159. [7] Andrews, D. R. (2003). Gender Effects in a Russian and American Matched-Guise Study: A Sociolinguistic Comparison. Russian Linguistics 27 (3): 287-311. [8] Bachen CM, McLoughlin MM and Garcia SS (1999) Assessing the role of gender in college students’ evaluations of faculty. Communication Education, 48: 193-210. [9] Sunderland, J. (2000). New Understandings of Gender and Language Classroom Research: Texts, Teacher Talk and Student Talk. Language Teaching Research, 4:149-173. [10] Centra JA and Gaubatz NB (2000) Is There Gender Bias in Student Evaluations of Teaching? The Journal of Higher Education, 71: 17-33. 62 An Asynchronous Virtual Space for ContactBased Oral Work with Chinese Students Learning English Ciara R. Wigham, John Fynn Clermont Université, Laboratoire de Recherche sur le Langage, ClermontFerrand, France [email protected]; [email protected] Abstract This case study sets out to investigate the impact of the introduction of a computer-assisted language learning tool into an English-as-a-foreignlanguage course for Chinese students on a one-year university diploma programme at Université Blaise Pascal, Clermont-Ferrand, France. VoiceForum, an asynchronous platform for oral interaction, is currently being used in class with these students as a complement to face-to-face activities. In the study, student questionnaire data is used to describe the students’ previous English-as-a-foreign-language background. We present why VoiceForum was introduced in response to student reticence and lack of confidence to participate in speaking activities, despite data showing student awareness of the importance of these for target language improvement. Using teacher questionnaire data, we describe the challenges teachers met in organising face-to-face speaking activities for this class and the necessary role of the teacher during these as a facilitator inciting peer interaction. After explaining the main functionality of VoiceForum’s virtual web space for oral interaction, in response to two research questions concerning student motivation and the teacher’s role, we describe and exemplify how the platform has helped both teachers and students with the challenges faced. Firstly, by increasing students’ confidence concerning oral production because students do not perceive that they are communicating in front of everybody and, thus, are less concerned about projecting a good impression of themselves. We also discuss here the importance attributed by students to being able to review and prepare their productions. Secondly, we describe how VoiceForum provides the primary mediation between the students, encouraging peer-to-peer interaction without teacher intervention and how, on using this platform, students feel more receptive to teacher feedback. 1. Introduction The case study developed here describes how a class of Chinese students has presented teachers of the Hypermedia Language Centre at the Faculty An Asynchronous Virtual Space for Contact-Based Oral Work with Chinese... 63 of Languages and Business, Université Blaise Pascal, France, with particular challenges. After describing the students’ previous English-as-a-foreignlanguage (EFL) background, we present these challenges which include a lack of student confidence in speaking and interacting with peers and discuss how using VoiceForum [1], an asynchronous in-house computerassisted language learning platform, during contact-hour sessions, has helped both teachers and students in managing them. 2. Case study context and research questions Our study focuses on 12 Chinese students learning EFL as part of a oneyear diploma course for international students as preparation for a Bachelor’s programme in the faculty. The three male and nine female students mainly at CEFR [2] B1 level concerning speaking skills, have an average age of 20. The students attend two two-hour EFL sessions each week. These classes use multimedia computer suites where the peripheral placement of the workstations facilitates rapid transitions between face-to-face and computerbased activities. They are taught by two experienced, native-speaker teachers who have responded to an observation by subject teachers of the Bachelor’s programme, in which certain modules are taught in English, that the Chinese students were at a disadvantage. One session (S1) focuses on the communication skills needed for presentations. The second (S2) gives students practice in the types of interaction they might meet in small-group discussions at university. The S2 syllabus is organised thematically. Outside of class, the students produce weekly learning logs focusing on vocabulary and expressions in written texts which, in turn, form the thematic basis for both S2 classes and the formative and summative presentations given in S1. Liu [3], summarising research literature concerning Asian students, underlines the cultural differences that give rise to reticence to speak in class and a conservative approach to linguistic risk-taking through fear of making mistakes and losing face. These differences are seen as challenges to the learner-centred, communicative approach adopted by staff at the language centre. VoiceForum has been designed to create a learner-centred focus and addresses affective and pedagogical issues associated with speaking in public. Despite using asynchronous technology, more often associated with distance learning, this platform for oral interaction was introduced in class time with the Chinese students to complement face-to-face activities. Our case study investigates whether VoiceForum, effective with French students [4], is the right tool to help resolve the more acute issues observed with the Chinese class. Our research questions are 1. Do the Chinese students perceive the platform as more likely to motivate their oral participation and help them progress than with face-to-face only activities? 2. What are the specific implications for the role of the teacher in VoiceForum work? 64 Ciara R. Wigham, John Fynn The study is informed by a student questionnaire (SQ) alongside a teacher questionnaire (TQ) and observation of the students’ oral production on VoiceForum. Each student’s and teacher’s questionnaire was attributed a code, e.g. SQ1/TQ1. Informed consent was received from all participants. 3. EFL learning context 3.1. Data concerning students’ EFL background Previously, the students had studied for two years at Chinese higher education institutions. Whilst ten undergraduates had EFL courses, two had had no EFL courses since high school. On average, the students had 10 years and 11 months of EFL study, in classes in which they estimated the average number of students at 37. In previous EFL courses, students describe an infrequent focus on speaking skills. Instead, reading and listening skills were focused upon (see Figure 1). This quote, from the student questionnaires, is a typical description of the students’ previous EFL classes: § “The teacher played the record of the text and we read it without making any sounds. Then the teacher explained every grammar point and vocabularies in the text. And then we were required to finish text questions after the text.” (SQ6) Fig.1. Frequency of focus on specific language skills during students’ previous EFL courses Student questionnaires inform, on average, 8.75% of time in previous EFL classes was spent focusing on speaking activities compared to 40% on An Asynchronous Virtual Space for Contact-Based Oral Work with Chinese... 65 reading and 23% on writing. When classes involved speaking skills, the most frequent activity was oral presentations. Describing these classes, several students acknowledge the difficulty in organising speaking activities for large classes: § “The professor […] asked the questions. No one responded […] because there is maybe 50 students in classroom. It is hard for him to take care of everyone.” (SQ8) 3.2. Data concerning face-to-face speaking activities A specialisation of the language centre is teaching spoken interaction. Although the Chinese students believe speaking skills are important to improve their English (see Figure 2) and, in particular, that group debates and discussions would improve their speaking skills (see Figure 3), teachers report reticence to participate in speaking activities. Fig.2. Skills to which students give importance for improving their English Fig.3. Speaking activities which students believe would most help them improve their English 66 Ciara R. Wigham, John Fynn Teacher questionnaires evoke this reticence, describing how students react by silence to questions unless singled out to respond. The teachers describe a lack of target language interaction, commenting: § “small group activities are essentially conducted in Chinese unless I am hovering over them. I have rarely observed these students attempting to practise English on a conversational level with each other, unless I am closely monitoring the activity.” (TQ1) Teachers, therefore, describe their reliance on whole-class activities where, although students participate in English, teachers adopt the role of facilitators, organising turn-taking slots to incite peer-to-peer interaction. Cultural differences may play a role. Liu’s [3] study reports that Chinese culture values modesty, teaching people to be neither first nor last and suggests this makes students afraid of being perceived as showing off. Instead, they wait for others to initiate discussions. The teachers’ observations are also illustrated in student data. On a scale of 0 (‘not at all confident’) to 10 (‘very confident’), students rate their confidence concerning i) speaking activities with a partner at 8.7; ii) speaking activities in small groups at 8.04; and iii) speaking in front of the class with the teacher present at 6.75. In the latter, students express several reasons for lacking confidence including the need to make a good impression, shyness, a fear of making mistakes and forgetting ideas. Although students acknowledge the kindness and patience of their teachers who “always had a cordial talk with us like a friend in class” (SQ2), they express their concern about not giving a good impression: § “I want to show a perfect behaviour and a good impression for the whole class and teacher. And if I make any mistake, I would be care how other people thinking of me or judge me.” (SQ6) § “I am afraid to say something wrong and the teachers and classmates will think that I’m not good enough. […] I would feel shame about it.” (SQ1) The students suggest they feel reassured and more confident when given preparation time which helps them overcome fears of “forgetting some important ideas” (SQ4) and “forget[ting] what I want to say” (SQ7): § “It is a little hard to speak frequently. Because I will concern at if my sentence is white [right], and then to speak.” (SQ12) § “I’m not afraid to speak in front of the whole class if I have prepared even if I just prepare it for several minutes.” (SQ3) An Asynchronous Virtual Space for Contact-Based Oral Work with Chinese... 67 4. Software for spoken interaction 4.1. Main functionality VoiceForum provides an asynchronous virtual web space for oral interaction. Its development responded to the dilemma confronting teachers concerning feedback in face-to-face contexts [5] whereby interrupting student interaction to correct form may be detrimental to authentic communication but giving feedback at the end of a communicative message lowers its effectiveness [6]. The platform uses a threaded-discussion format. A built-in audio recorder/ player, accompanied by a text editor, allows message creation (see Figure 4). VoiceForum’s hierarchical structure enables users to address either the forum by initiating a topic or particular forum members by introducing new themes or continuing existing themes (see Figure 5). The platform’s structure, showing the interrelationship between messages, facilitates intervention in the discussion and reflects, via the display of the message threading, the degree of interactivity in the virtual conversation. Fig.4. Message creation in VoiceForum 68 Ciara R. Wigham, John Fynn Fig.5. VoiceForum’s threaded peer-to-peer interaction VoiceForum’s original feature is its separate pedagogical space for teacherstudent dialogue. Using a commenting facility, teachers can offer guidance and contextualized feedback at a separate level hyperlinking a comment to a particular student message within the main forum. An icon system informs students of teacher feedback and teachers of student responses to this (see Figure 6). Fig.6. VoiceForum icons An Asynchronous Virtual Space for Contact-Based Oral Work with Chinese... 69 4.2. Introduction and use of VoiceForum VoiceForum is a convenient way to practise oral interaction in distance learning situations [4] but its asynchronous affordances justify its use in contact-based teaching also. Reasons for its introduction in the Chinese students’ course included a potential increase in learner autonomy and reduction of the stress these students experience by real time (face-to-face) demands on speaking. The teachers also describe how during VoiceForum activity they anticipated their newfound availability to help students on an individual level. Thus, this study investigates the hope that the computerassisted language learning platform would address the issue of reticence to participate orally in the target language, described in Section 3.2, and the teachers’ wish to encourage unarbitrated peer-to-peer interaction. Since its introduction, VoiceForum has been used with the Chinese students for discussion activities linked to the thematic syllabus with practice of language seen in class (see Figure 7). Fig.7. Sample VoiceForum task 5. Data and discussion concerning VoiceForum 5.1. Motivation for oral participation Concerning the introduction of VoiceForum, students suggest they feel more confident to practise oral production. Using the scale described in Section 3.2, students rate their confidence speaking on VoiceForum at 8.4. The same students, concerned about not giving a good impression when speaking in front of the class, state they feel: § “confident when I talk on VoiceForum. Because I’m with my own at that time. I don’t need to care about others’ opinions and I just need to be myself. I can express what I want to say on VoiceForum.” (SQ6) § “less afraid to talk on Voice Forum. […] If I said something wrong I would console myself it doesn’t a serious problem. Teacher will correct my answer.” (SQ1) 70 Ciara R. Wigham, John Fynn Working on VoiceForum, students do not perceive themselves as speaking in front of everyone although, on posting to forums, their communication becomes public to all class members. Eleven students explain they systematically listen to messages before posting them. Reviewing messages before posting to the forum, allowing for re-recording of messages, combined with the possibility offered to intervene later in response to a previously posted message, e.g. to correct pronunciation or grammar, may contribute to students’ increased confidence and decreased fear of losing face. As a student comments: § “there can be lots of chance for me to try again.” (SQ2) Student data also illustrates a preference for VoiceForum speaking activities because they provide opportunities to prepare answers: § “I have a lot of time to prepare, if I don’t know how to explain I can use my dictionary. A good prepare will give me more confidence.” (SQ5) This relieves the fear of not giving a good impression and supports a study by Poza [7] concerning asynchronous computer voice conferencing which suggests students, by having time to prepare, gain security concerning the quality and accuracy of their oral productions. Two students describe, however, their strategy of writing and reading aloud messages to help avoid errors. One teacher challenge is, therefore, how to accompany students from prepared to spontaneous oral production on VoiceForum. 5.2 Changed teacher role on VoiceForum Our data suggests that during VoiceForum work, the teacher has a pedagogical rather than facilitating role. The platform, not the teacher, provides the primary mediation between the students. Indeed, forums exemplify peer-to-peer interaction in the target language without teacher intervention in the main message area to organise turn-taking or encourage interaction (see Figure 5). The threads exemplify that students are posting messages, listening and replying to each other’s contributions as well. In an example forum, during the allotted timeframe of 50 minutes, we observe 50 separate audio postings. Students show a slight preference for correction of oral production on VoiceForum rather than in face-to-face situations. On a scale of 0 (‘I don’t mind at all, I feel comfortable if I am corrected’) to 10 (‘I really dislike being corrected’) students rate face-to-face corrections at 1.2 and VoiceForum corrections at 0.9. Rated at 7.7 on a scale of 0 (‘not at all helpful’) to 10 (‘helpful’), teacher feedback on VoiceForum is perceived as pertinent. An Asynchronous Virtual Space for Contact-Based Oral Work with Chinese... 71 The separate pedagogical space for teacher-student dialogue may explain this receptiveness to feedback. Whilst student questionnaires express shyness at asking teachers questions in face-to-face situations, one teacher suggests that he is more solicited by students on VoiceForum due to the pedagogical space being perceived as private. In addition, the S2 teacher expresses his satisfaction at taking the time to gain a more detailed understanding of the students’ linguistic needs rather than giving immediate unsettling face-to-face corrections. The S1 teacher adds that VoiceForum encourages students to self-correct whereas in the face-to-face situation a simple slip might be immediately corrected. 6. Conclusion Our data shows, in answer to research question one, that the students do prefer the paradoxically perceived privacy of speaking in VoiceForum, the possibilities for review of oral production and opportunities for preparation, to teacher-mediated face-to-face class discussion. The felt relevance of teacher feedback suggests its potential contribution to progress. Investigating research question two, VoiceForum has encouraged peer-to-peer interaction unarbitrated by the teacher who, instead, is solicited for correction within the ‘private’ pedagogical space. Teachers expressed their satisfaction in giving delayed, contextualized feedback which they perceive as less unsettling to the students. Our study highlights, however, a real need to dissuade students from reading prepared messages into the microphone. Teachers report this habit is more prevalent among the Chinese students although it is to be put into the perspective of their B1 maximum level. With teachers alerted to this issue, a future longitudinal study might establish whether VoiceForum training in class can progressively lead to more spontaneous message posting and, in turn, greater progress towards initiative in turn-taking and risk-taking in face-to-face discussions. References [1] Fynn, J., Mammad, L. & Gautheron, Y. (2004). VoiceForum. [http://lrlvoiceforum.univ-bpclermont.fr] [2] Council of Europe (2001). Common European Framework of Reference for Languages. Cambridge: Cambridge University Press. [3] Liu, M. (2005). Causes of reticence in EFL classrooms: A study of Chinese university students. Indonesian Journal of English Language Teaching, 1(2):220-236. [4] Fynn, J. &. Wigham, C.R. (2011). VoiceForum, a software platform for spoken interaction: a model for the “Call Triangle”?, EuroCALL 2011. [http://edutice.archives-ouvertes.fr/edutice-00583273/en/] 72 Ciara R. Wigham, John Fynn [5] Fynn, J. (2007). Aide à l’apprentissage du discours oral dans un contexte de communication asynchrone. ALSIC, 10 (1):101-110. [6] Doughty, C. & Long, M. (2003). Optimal psycholinguistic environments for distance foreign language learning. Language Learning & Technology, 7 (3):50-80. [7] Poza, M. (2011). The effects of asynchronous computer voice conferencing on L2 learners’ speaking anxiety. IALLT Journal, 41(1):3363. 73 Integrating Meaningful Interactions through Virtual Tools in Foreign Language Education: Looking at the Added Value Kristi Jauregi Utrecht University, Utrecht, the Netherlands [email protected] Abstract Organizing and implementing telecollaboration projects in foreign language curricula is not an easy endeavour as pedagogical, organizational and technical issues have to be addressed before interaction sessions can be carried out. These issues make many teaching practitioners reluctant to try to integrate new technologies in their teaching. Within the European NIFLAR project we attempted to find out whether there is an added value in integrating synchronous collaboration projects through video-communication or Second Life in language teaching. Different sources of data were gathered and analysed in an attempt to study the added value: questionnaires and interviews, oral pre- and post-tests and recordings of interaction sessions. Results show that cross-cultural interactions with native speakers through this media have an added value on linguistic, cultural, interpersonal and motivational issues. 1. Introduction The European NIFLAR project (Networked Interaction in Foreign Language Acquisition and Research) is a two year European project (2009-2011) that aimed at enriching and innovating foreign language teaching and learning processes, by creating opportunities for enhancing authentic social interaction between students of foreign languages and native speakers (student teachers) by means of two virtual communication environments: virtual worlds and video-web communication. In the first one, voiced-enabled 3D virtual worlds, students participate as avatars (participants cannot see the real “you”), can engage in textual and voiced interactions with other avatars and can undertake all kind of actions (walk, sit down, run, fly, dance, take and give objects, even build…), they can be teleported to different places, countries, cities or public and private spaces (a house, shops, restaurants, hospitals, hotels, courtroom, parliament, theatre, museum), just by a simple mouse click. These different scenarios and the possibilities of undertaking action while communicating with others, make 3D virtual worlds a potentially interesting environment for education in general, and foreign language teaching, in particular. Within NIFLAR experiences were conducted in Second Life (tertiary education) and Open Sim (teenagers). 74 Kristi Jauregi The second environment, video-web communication, facilitates distant spoken and written interaction and collaboration by sharing files (photos, presentations, films) among dyads or groups of students while seeing each other. Adobe-Connect, Elluminate or Visu are examples of platforms being used for educational purposes (Guichon, 2010; Jauregi, 2011; Jauregi & Bañados, 2008, 2010). The video-web platform used for the interactions within NIFLAR was Adobe-Connect. Over the last years different experiments have been carried out both in video-web communication and virtual world platforms. Jauregi & Bañados (2008, 2010) describe an intercontinental project between Dutch students of Spanish and Chilean student teachers who collaborated through videoweb communication and blogs on improving their communication skills, pedagogical competences and broadening up their intercultural competence. Results showed a positive impact on motivation and communication skills, particularly in language use and cultural awareness. As for Virtual Worlds, studies show that these 3D environments are a suitable space for language teaching (AVALON project; Bryant, 2006; Dieterle & Clarke, 2008; Thorne, 2008; Molka-Danielsen & Deutschmann, 2009; Deutschmann et al. 2009; Warburton, 2009), for stimulating learnerlearner interaction (Peterson, 2010) and a place where foreign language learners can meet native speakers of the target language for engaging in meaningful communicative and social interaction while undertaking joint action in different scenarios (Kuriskak & Luke, 2009; Jauregi et al., 2011). 2. NIFLAR experiences During the project 22 pilot experiences have been carried out in both virtual environments, criteria for effective task development have been specified based on results of second language acquisition research studies (Doughty & Long, 2003; Lantolf & Thorne, 2006) and 60 interaction tasks with a focus on intercultural awareness raising (Kramsch, 1991;Byram, 1997; Hinkel 2004; Belz & Thrne, 2006) for the project’s target languages (Dutch, Portuguese, Russian and Spanish as foreign languages) have been developed and tested according to task based language teaching approaches (Willis, 1996; Ellis, 2003; Van den Branden, 2006; Norris, 2009; Thomas & Reinders, 2010). During the two project years 430 participants carried out interaction sessions in dyads or triads (one native speaker with one or two non-native speakers) in world. 3. Research questions addressed in NIFLAR In the NIFLAR project the main focus lied on investigating in which pedagogical sound ways synchronous oral interactions through video-web communication and/or virtual worlds could be integrated in the educational system at secondary and tertiary levels. The affordances such environments Integrating Meaningful Interactions through Virtual Tools in Foreign Language... 75 may offer to enrich and dynamise learning processes in combination with appropriate pedagogical approaches were taken as a starting point. Organizing successful cross-cultural sessions is a quite complex endeavour (O’Dowd & Ritter, 2006) and this complexity increases a great deal when communication sessions are synchronous, as it is the case with communication enacted in virtual worlds and video-web communication platforms. There is a clear need to know whether there is an added value in integrating networked cross-cultural interactions in language teaching, before it can be broadly implemented in education. This was addressed by NIFLAR through four research questions: § What are foreign language learners’ experiences with networked interactions? § Is there any impact on motivation? § Is there any indication suggesting that learners learn more if they have the opportunity to engage in networked interaction with experts according to relevant tasks than if they have not? § What happens during those cross-cultural interactions? 4. Methodology The data analysed in this paper was gathered during the follow-up experiences of the Spanish cluster (February to April 2010). 38 first year students of Spanish from Utrecht University (the Netherlands) and 14 native speakers of Spanish from a teacher education program at Valencia University (Spain) participated in the study. Students of Spanish were randomly assigned to three research conditions: § Condition 1: video-web communication group; § Condition 2: Virtual Worlds group, and § Condition 3: control group. The course for the first two condition groups was considered blended learning, as students met twice a week face to face with their teacher (the same one for both groups) whereas the third meeting was computer-mediated with the native speaker in small groups (one native and two non-native speakers). The control group had also two face to face teaching sessions with the same teacher as the other two condition groups and a third encounter for carrying out the group tasks with each other in the classroom setting. Before the interaction sessions began, language learners and student teachers participating in conditions 1 and 2, took tutorials to become familiarized with the tools. 76 Kristi Jauregi Each group in the three conditions carried out 5 tasks at intervals of once a week. Tasks were designed and aligned with the course contents at B1 proficiency level (CEFR). All tasks were scheduled weekly to be carried out after the two face-to-face lessons. In “Gente genial” (1) students visited an apartment they were meant to share and after sharing first impressions and cultural information they had to discuss and choose an outing option; “Gente y Aventura” (2) consisted of planning a holiday and reflecting on past holiday experiences; “Gente de cine” (3) was a selection of different short scenes in which participants had to play different roles given the indications of a brief script; “Gente con corazón” (4) allowed students to impersonate different characters and experience the reactions caused on others; and “Gente y culturas” (5) was designed as a cultural television-game style contest between a Dutch and a Spanish team. Four sources of data were gathered for analysis: pre-, mid- and post surveys, interviews, pre & post oral tests and recorded interactions, among students and native speakers (student teachers). 5. Results 5.1 Language learners’ experiences Figure. 1. Responses to the learning outcome of sessions for videowebcommunication (VWC) and Second Life (SL) condition groups according to a 5 point Lykert scale. Integrating Meaningful Interactions through Virtual Tools in Foreign Language... 77 The experiences of participating in CMC sessions with native speakers were very positively evaluated by students in conditions 1 and 2. Tasks were felt to be motivating and useful, interactions with native student teachers highly contributing to enhance learning processes (see Figure 1) and motivation, and the environments, in spite of technical problems, described as being effective in enabling distant native non-native speaker interaction. 5.2 Impact on motivation The networked sessions were found to have a positive impact on motivation, particularly on foreign language learners’ willingness to communicate, as measured by repeated mid questionnaires (Jauregi et al, in press). Comparisons between experimental (Second Life and videoweb communication) and control groups (students taking regular language courses) showed significant differences for perceived competence in the target language (Figure 2), positive attitudes towards talking to native speakers, and decrease of speaking anxiety. Average Answer 5 Competence VC 4 3 C C VC C VC VC SL SL SL 2 3 C VC VC SL VC C SL SL C C 5 6 7 SL 2 1 5 point Likert scale Start interaction sessions 4 Week Spanish Figure 2. Values for perceived competence according to three research condition groups: VC: Video-web communication group (N=13), SL: Second Life group (N=14), C: Control group (N=14). 5.3 Indicators of learning growth The difference in pre- and post-oral tests taken by students in the three research conditions showed a significant interaction effect between groups on pre- and post- oral proficiency tests, experimental groups outperforming the control group. 78 Kristi Jauregi 5.4 Cross-cultural interactions Analysis of the interaction sessions showed that richer meaningful sequences arise in the experimental conditions than in the control group sessions. Social and cultural meanings seem to be more thoroughly negotiated when there is an “expert” native speaker in the interactions. In such a mixed setting there are more instances of negotiation of meaning, both linguistic and cultural, as participants collaborate with each other reflecting upon and clarifying concepts, customs, styles or behaviours resorting to their personal knowledge and experiences. Discussions in the control group were on the contrary superficial and anecdotic. The two environments, video-web communication and Second Life, elicited different types of interaction patterns. Sequences in video-web communication were more static compared to Second Life sessions. But in video-web, as well as by the control groups, visual cues (facial expressions, body language, laughter) played clearly a crucial role in the process of intensifying and clarifying meaning and contributed to enhance interpersonal relationships. Sequences in virtual worlds, were dynamic and action-related. Unpredicted context-specific sequences emerged, as avatars changed their appearance or unexpected things happened, which occasionally elicited hilarious communication exchanges (Jauregi et al., 2011). There were many instances of laughter, with participants sharing empathy and working towards creating symmetrical relations during the interaction exchanges trying to strengthen interpersonal relationships and solidarity. Conclusions The main research focus of NIFLAR addressed the question whether there is an added value of implementing networked interactions in small groups with expert peers (native speakers) in language teaching. The results from the different sources of data analysed points towards cultural, linguistic, interpersonal and motivational benefits. Within NIFLAR telecollaboration, in spite of the organizational burdens, was experienced as challenging, motivating, rich and innovative. The synchronous learning environments used in conjunction with effective interaction tasks and the opportunities to engage in meaningful interaction with expert peers contributed to empower intercultural learning experiences of both experimental groups. References [1] Belz, J.A & Thorne, S.L. (Eds.) (2006). Internet-mediated intercultural foreign language education. Boston: Heinle & Heinle. [2] Bryant, T. (2006) Using World of Warcraft and Other MMORPGs to Integrating Meaningful Interactions through Virtual Tools in Foreign Language... 79 Foster a Targeted, Social, and Cooperative Approach Toward Language Learning. Academic Commons. [3] Byram, M. (1997). Teaching and Assessing Intercultural Communicative Competence. Clevedon: Multilingual Matters. [4] Deutschmann, M., & Panichi, L. (2009). Instructional design, teacher practice and learner autonomy. In J. Molka-Danielsen and M. Deutschmann (Eds.), Learning and teaching in the virtual world of second life: Trondheim: Tapir Academic Press. [5] Deutschmann, M., Panichi, L. & Molka Danielsen, J. (2009). Designing oral participation in Second Life – A comparative study of two language proficiency courses. ReCALL, 21 (2), 206-226. [6] Dieterle, E., & Clarke, J. (2008). Multi-user virtual environments for teaching and learning. In M. Pagani (Ed.), Encyclopedia of multimedia technology and networking. Hershey, PA: Idea Group, Inc. [7] Doughty, C., & Long. M. (2003). Optimal psycholinguistic environments for distance foreign language learning. Language Learning and Technology (7) 3, pp. 50-75. [8] Ellis, R. (2003). Task-based language learning and teaching. Oxford, UK: Oxford University Press. [9] Guichon, N. (2010). Preparatory study for the design of a desktop videoconferencing platform for synchronous language teaching. Computer Assisted Language Learning, 23 (2): 169 – 182. [10] Guth, S. & Helm, F. (Eds.) (2010). Telecollaboration 2.0. Bern: Peter Lang AG. [11] Hinkel, E. (ed.) (2004). Culture in Second Language Teaching and Learning. Cambridge: Cambridge University Press. [12] Jauregi, K. (2011). La negociación de procesos de escritura a través de la videocomunicación. Estévez, N. Gómez, J.R. & Carbonell, M. (eds.) La comunicación escrita en el siglo XXI. Quaderns de Filología, Estudis Lingüistics, 16. 65-81. [13] Jauregi, K. & Bañados, E. (2008). Virtual interaction through video-web communication: A step towards enriching and internationalizing learning programs. ReCALL, 20, (2), 183-207. [14] Jauregi, K. & Bañados, E. (2010). An intercontinental video-web communication project between Chile and The Netherlands. In Guth, S. & Helm, F. (Eds.) Telecollaboration 2.0. Bern: Peter Lang AG. 427-436. [15] Jauregi, K., Canto, S., Graaff, de R., Koenraad, A. & Moonen, M. (2011). Verbal interaction in Second Life: towards a pedagogic framework for task design. Computer Assisted Language Learning Journal. 24 (1). 77101. 80 Kristi Jauregi [16] Jauregi, K.,. de Graaff, R., Kriz, M. & van den Bergh, M. (in press). Native non-native speaker interactions through video-web communication and Second Life, a clue for enhancing motivation? CALL Journal. [17] Kramsch, C. (1991). Culture in language learning: A view from the States. In K. de Bot, R.B. Ginsberg, & C. Kramsch (Eds.), Foreign language research in cross-cultural perspective (pp. 217-240). Amsterdam: John Benjamins. [18] Kuriscak, L.M, &, Luke C. L. (2009). Language learner attitudes toward virtual worlds: An investigation of Second Life. In G. Lord & L. Lomicka (Eds.), The next generation: Online collaboration and social networking in CALL. San Marcos, TX: CALICO. 173-207. [19] Lantolf, J.P., & Thorne, S.L. (eds.) (2006). Sociocultural Theory and Second Language Learning. Oxford: Oxford University Press. [20] Molka-Danielsen, J. & Deutschmann, M. (Eds.) (2009): Learning and teaching in the virtual world of Second Life. Trondheim, Norway: Tapir Academic Press. [21] Norris, J. (2009). Task-based teaching and testing. In M. Long & C. Doughty (Eds.), The handbook of language teaching. Malden, MA: Wiley-Blackwell. 578-594 [22] O’Dowd, R. & Ritter, M. (2006). Understanding and working with ‘failed communication’in telecollaborative exchanges. CALICO Journal, 23 (3), 1- 20. [23] Peterson, M. (2010). Learner participation patterns and strategy use in Second Life: An exploratory case study. ReCALL, 22(3), 273-292. [24] discourse. Mind, Culture & Activity, 13 (1), 38-52. [25] Thomas, m. & Reinders, H. (ed.) (2010). Task-based language learning and teaching with technology. London: Continuum International Publishing Group. [26] Thorne, S. L. (2008). Transcultural communication in open internet environments and massively multiplayer online games. In S. Magnan (Ed.), Mediating Discourse Online (pp. 305-327). Amsterdam: John Benjamins. [27] Van den Branden, K. (2006). Introduction: task-based language teaching in a nutshell. In K. van den Branden (ed.), Task-based language education. Cambridge: Cambridge University Press. 1-17. [28] 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, 40 (3), 414-426. [29] Willis, J. (1996). A framework for task-based learning. Harlow, UK: Longman. 81 The Virtual Teaching System 50+ Monika Nowakowska-Twaróg Profutura.s.c. Monika Nowakowska-Twaróg. Mikołaj Nowakowski, Poznań, Poland [email protected] Abstract The Virtual Teaching System 50+ project is classified as an innovative testing project with a transnational component. The project is funded by European Union within the framework of European Social Fund. This is a model for remote e-learning training for 50+ workers and educational institutions, allowing the workers and institutions to get to know and to use modern information and communication technologies. The project worked out an effective model for teaching, along with the tools and techniques to facilitate the process. During the training, participants get acquainted with the rules of the remote training through an e-learning platform. The e-learning training of the project is adjusted to the needs of the 50+ workers and their superiors. This is a model that increases the participation of 50+ people in continuous education and that opposes the stereotype that 50+ people are less useful as employees. The need to implement the project stems from the ageing of the society, the shortage of labour force as well as from the tendency for retiring early and thus burdening the pension system. The Polish society, just like other European societies, is ageing. The number of young people entering the labour market is decreasing each year. On the other hand, the number of people who become inactive as they reach their retirement age or retire earlier is increasing. In Poland, the greatest number of people retire at the age of 56 (according to the website www.rynekpracy.pl). The reason why the above-mentioned rate of professional activity is at such a low level for 50+ workers is that training available on the market does not match with their needs, and that their skills are not up-to-date (above all, they are unable to use modern ICT technologies and speak foreign languages), which in turn leads to lowered self-esteem. Conducting a project in a transnational partnership brought about a positive change of the approach to the above-mentioned problem because our partner institutions specialise in their countries in e-learning trainings for people aged over 50. One of these institutions is the Centre for Research and Training ERIFO from Italy that specialises in e-learning trainings for people aged over 50. Within the project, we used the SISC e-learning model, 82 Monika Nowakowska-Twaróg developed by ERIFO along with other research and training-oriented institutions. The SISC e-learning model is a tool based on ICT technologies for both women and men over 50 that allows them to determine individually their competences (their fortes and shortcomings) and to determine their schooling paths directed towards mentoring and towards making them aware of their worth and their knowledge that they could then pass on to younger generations. The other supranational partner of the project is Life Academy from Great Britain. It is a career planning centre that helps people get ready for the so-called ‘autumns of their lives’, and it specialises in both e-learning and stationary trainings in the area of pre-retirement counselling as well as in educating 50+ workers. The model developed in the course of the project is aimed at educational institutions, continuous education centres and third age universities. There is also a great need for changing the attitude of entrepreneurs to 50+ workers, for changing their mentality by means of stressing the benefits of having such employees. These benefits include greater experience and abilities, transferring knowledge to younger colleagues, lesser staff turnover, increased morale and greater emotional bond with the company. The proposed model also makes it possible to change the attitude of 50+ workers towards the idea of remaining on the labour market and it helps to open up new possibilities for them as well as to change their own perception of their superiors. In the course of the project a new product will be developed, assuming the form of an e-learning platform called Virtual Teaching System for 50+ workers and training institutions, and the platform will be accompanied by a platform user’s manual for course participants and by a handbook for trainers. E-learning courses suited to the needs of 50+ workers will be developed – i.e. language courses, trainings facilitating competences based on mentoring (SISC – an e-learning path based on mentoring), and courses adjusting people aged over 50 to the changes that follow reaching a certain age. 1. The goal of the project The general goal of the project is to develop tools increasing the professional activity of 50+ workers by means of using modern methods of continuous education in the form of the above-mentioned comprehensive e-learning trainings as well as through working out and implementing efficient solutions for increasing the participation of people aged over 50 in continuous education between June 2010 and May 2012. Specific goals: § Creating the tools for increasing the qualifications of 50+ people and equipping them with a set of competences to strengthen their skills of adaptation, § Tailoring the training programs to 50+ people and preparing their trainers, The Virtual Teaching System 50+ 83 § Adapting the e-learning solutions from partner countries and adjusting them to the situation on the Polish labour market, § Increasing the motivation of 50+ people to remain on the labour market and to acquire new skills as well as to transgress mentality barriers, § Popularising continuous education, § Taking avail of remote training methods. 1.2 Target groups The target group of the project are people who are 50 or more and employed and/or people leaving agriculture or fishery and/or people whose contracts expired or were resolved for reasons not related directly to the people in the period of time not greater than 6 months since entering the project, and who are from the Greater Poland voivodeship. The recipients of the innovative product will be 50+ workers (50% of women and 50% of men). 2. The innovative nature of the project The innovative nature of the project lies in the form of support, i.e. it relates to an approach that has not previously been used in the Greater Poland voivodeship in the area of increasing the participation of 50+ people in continuous education. The project is also innovative in that it combines these specific trainings with modern ICT technologies. Local trainings so far have been addressing training problems of the general audience but with a slant toward younger people. The project allowed to adapt the solutions tested in partner countries. It is an e-learning model that comprehensively responds to the diagnosed problem.The recipients of the project are people who acquired their experience many years ago and have spent the majority of their professional life in a single company. 50+ people have little chance of finding a new job, employers do not want to hire them because very often they cannot use computers, they are not flexible and they do not want to learn anything new. There is an increasing number of unemployed 50+ people in Greater Poland. The project is supposed to solve the problem of the lack of solutions concerning keeping 50+ workers at work along with improving their qualifications. The problem should be solved through developing an innovative model of training in the form of the Virtual Teaching System e-learning, through acquiring new skills via ICT technologies by 50+ workers, as well as through adapting the training system and materials to the needs of 50+ workers. The final product is the model of the Virtual Teaching System e-learning remote training for workers aged over 50, by means of which they have a chance to get to know and use modern ICT technologies. It is an 84 Monika Nowakowska-Twaróg educational model of continuous education of 50+ workers, which will allow the skills of these workers to be used effectively. A new product in the form of a Virtual Teaching System e-learning platform for 50+ workers and training institutions, a platform user’s manual for the participants of the course and a methodological handbook for trainers will all be created in the course of the project. 3. The e-learning platform The final product is the model of the Virtual Teaching System e-learning remote training for workers aged over 50, by means of which they will have a chance to get to know and use modern ICT technologies. It is an educational model of continuous education of 50+ workers, which will allow the skills of these workers to be used effectively. A new product in the form of a Virtual Teaching System e-learning platform for 50+ workers and training institutions, a platform user’s manual for the participants of the course and a methodological handbook for trainers were created in the course of the project. Within the model, e-learning courses adjusted to the needs of 50+ workers are developed. 3.1. Language courses Two English courses were created; English for Beginners, English for Elementary Students, designed especially for 50+ people, taking into consideration their needs, interests, strategies for learning. The content of these courses was developed through continuous work with people 50+, the vocabulary is adjusted to their needs, there are a lot of translations and explanations as well as repetitions. The course contains balanced quantity of grammar, pronunciation with and impact on useful vocabulary. It equips students with skills to get them speaking foreign language with confidence. The course is for adults who want to learn to communicate effectively, based on communicative approach, it combines methodologies in order to make learning and teaching easier. Within the process of the creation of the course many aspects were taken into consideration such as; target groups (characteristics, age, education, social context), their knowledge of foreign language, their attitudes, motivation. The Students can learn a language on their own, without any external help. Within the platform, there are two figures that were created to assist students to undergo the training (language course). They explain how to manage the course, how to do the exercises. There is also a “help” file with a detailed description of all the buttons used within the platform and guidelines on how to learn with the platform. The Virtual Teaching System 50+ 85 3.2. Trainings enhancing the development of competences based on mentoring The platform offers trainings enhancing the development of competences based on mentoring (SISC – an e-learning path based on mentoring). The SISC e-learning model is a tool based on ICT technologies for both women and men over 50 that allows them to determine individually their competences (their fortes and shortcomings) and to determine their individualised schooling paths directed towards mentoring and towards making them aware of their worth and their knowledge, which they could pass on to younger generations. The tool help seniors to develop their own shadow competences, convince entrepreneurs of the importance of exploiting senior workers know how and transferring it to the younger generations. The platform also enable the use of ICT learning tool by seniors. 3.3. Pre- retirement courses The courses adjusting people aged over 50 to the changes that follow reaching a certain age, e-learning trainings in the area of pre-retirement counselling as well as in educating 50+ workers. The tool developed through the project help senior employees to prepare to the retirement. The course contains several modules, such as money in retirement, working possibilities, health, lifelong learning possibilities. 4. Project coordinator The leader of the project is Profutura, a company that does language, computer and psychology courses. Profutura is experienced in trainings for 50+ people as well as in e-learning trainings. It conducted two project financed by EFS (European Social Fund) within Priority II of ZPORR (Integrated Operational Programme for Regional Development), activity 2.1. It is currently conducting 3 projects financed by EFS within activity 8.1.1. Profutura also conducted one project from activity 7.2.1 ‘It’s us now – Generation 50+’, in the course of which our company has trained 150 people aged over 50 in a foreign language with the use of the stationary method (60% of the classes) and the e-learning method (40%). The partner of the project was the Society of the Third Age University. 86 MemoStep6: Building up a Mental Lexicon in Foreign Languages. A new Approach to Vocabulary Acquisition with Digital Flash Cards Herta Johansmeier MemoStep6, Münster / Austria [email protected] Abstract MemoStep6 is an innovative tool for vocabulary acquisition. The features of the software are based on the idea of an associatively organized mental lexicon, respecting the results of research on second language acquisition. The holistic approach departs from the consolidation of new items by combining them to meaningful units such as patterns, idioms and lexical sequences. Additionally such chunks may be complemented by sound, images, videos and committed to memory by using a customized repetition mode. 1. Spaced repetition versus depth processing How many times do you have to encounter a word before you use it like a native speaker? Traditional vocabulary trainers are based on the assumption of Sebastian Leitner that unknown items have to be reviewed at least six times at increasing intervals before they are stored in the longterm memory. This has proved to be right to a certain extent, nevertheless this approach does not take into account that not only rehearsal but also the depth of processing affects how information is stored and how easily it can be retrieved. In language acquisition, a monotonous memorization of the same items turns out to be boring and uninspiring for several reasons. First of all, lists of preselected items in alphabetical order, often taken out of context, only give a rough idea of the meaning of a word. Secondly equations between L1 and L2 presented in such lists wrongly suggest that the meaning of a specific word covers the same concept in two different languages, whereas only a partial equivalence exists. Even after several repetitions, many of these items will remain passive, receptive vocabulary, whereas the productive vocabulary will still be limited. Many words learned on the basis of vocabulary lists cannot be used or will not be used for fear of failure. MemoStep6: Building up a Mental Lexicon in Foreign Languages. A new... 87 2. Mental lexicon In the light of these disadvantages, the theory of mental lexicon offers a different approach. Switching the focus from isolated items to learning by associations, the results will be much better: “Random facts and figures are extremely difficult to remember, but enormous quantities of data can be remembered and utilized, as long as they are well organized.” [1] The mental lexicon can be imagined as a network of associations, just like a spider web, where several meanings related to a specific item are stored. Associations are tied in different ways to different words thus widening the vocabulary. The vocabulary trainer MemoStep6 has transposed these ideas into new features taking into account individual learning preferences and specific needs. The program is usable for all languages. Building up a large mental lexicon in a foreign language means: Transformation of passive vocabulary into active vocabulary by embedding isolated information into context. 3. Innovative features in MemoStep6 3.1. Access to online dictionaries A direct access from MemoStep6 to online dictionaries in more than 200 languages allows to use existing vocabulary lists as a starting point. By looking up specific words of these lists, students learn how to handle a dictionary. In many languages it is possible to search for definitions, descriptions, synonyms, antonyms or a superordinate term. If the user encounters various translations that prompt him to check their exact meaning, he may find expressions or idioms which contain the word he looked up before. In order to display derivations or compositions, an asterisk may be introduced in front of or after the stem or root of a word. By looking up a word with the same stem in the source and target languages, it becomes clear very quickly whether the words mean the same or whether they are false friends. All important information may be easily inserted into a digital flash card via the paste button. Moreover, this feature prevents typing errors. 3.2. Access to text corpora In case of doubt, example sentences in more than 100 languages can be found in the text corpora of the University of Leipzig. 88 Herta Johansmeier Screenshot 1: “Online search for vocabulary” in an English-Spanish dictionary. [2] Screenshot 2: Online search for sentences MemoStep6: Building up a Mental Lexicon in Foreign Languages. A new... 89 These online searches require a considerable conscious effort to build up vocabulary, turning the mindless and uninspiring learning of lists into a challenging task. Getting familiar with the structure of sentences in which a new word is used presents the following advantages: “[…] vocabulary acquisition is not merely a mental collection of individual lexical items with a 1:1 correspondence to L1 lexical items. […] Vocabulary learning is the acquisition of memorized sequences of lexical items that serve as a pattern on the basis of which the learner creates new sequences. […] Although it might appear illogical at first sight, it is the ability to use conventionalized and predictable language sequences that brings an L2 learner close to the native speaker. […] Therefore, the task of the L2 learner is to acquire lexical sequences (collocations, phrases and idioms), as well as sequences within lexical units.” [3]. Instead of only picking up the prototype of a word, the user is confronted with the precise meaning of a word, with double meanings, connotations, i.e. with a lot of semantic facets. On the other hand, the high-frequent basic vocabulary will occur again and again in these sentences so that known words are continuously connected to unknown ones. The effect is an insightful learning, where a stimulating interconnection between many different items takes place. Instead of items, patterns will be stored. “Collocational and co-ordinate links have been found to be the strongest, as the results of a number of word association tests reveal. […] collocation links are easy to activate since such words occur together frequently and the presence of one calls for the other.” [4] As the sources of errors are very complex, the methods of learning languages have to be likewise versatile. Online Search does not need to be realized when creating the flash cards. Via the Administration Menu, these cards can be selected and edited afterwards. A review with regard to an error analysis may bring along a considerable progress: For example, the focus may be set on lexical sequences instead of words, trying to find out which nouns are combined with which adjectives, which verbs with which prepositions. So new items in relation to the old ones may be added, information is steadily expanded, what brings about a better retention. By delving into details, the users gain insight in the functionality of the language. The result is a linguistic intuition which will improve style considerably. As far as grammar is concerned, the sentence search enhances the understanding of grammar by using an inductive procedure. Awareness about how language functions will raise. The main concern is that learners will be able to apply words in many different ways and to take responsibility for their own learning process. 90 Herta Johansmeier 3.3. Translation comparison A translation comparison via the website of Linguee may be used to detect interferences. If an expression is transferred into a target language, false friends may appear. Screenshot 3: Online Search on Linguee.de (Translation comparison). 3.4. Creating semantic fields by using parallel texts Semantic fields may either be created by copying the “significant cooccurrences” of a word (see Screenshot 2) or by using the “term search”. MemoStep6 displays texts from Wikipedia in a pop-up window. All relevant words and expression may be extracted from the text. If the meaning is not clear, it can be looked up in a dictionary. In a second step, a similar text referring to the same topic in the target language can be loaded in order to extract all relevant terms in this language. 4. Variety of multimedia elements for different learning styles As learning styles can differ considerably, MemoStep6 aims at matching the individual needs by multiple encoding. Apart from translations, lexical sequences, phonetic transcriptions, the user can enhance his memory by loading audio files or recording his own voice. Specific difficulties, for example the pronunciation of a word, can be highlighted on the flash card to point out where special attention is required. MemoStep6: Building up a Mental Lexicon in Foreign Languages. A new... Screenshot 4: Search for keyword Screenshot 5: Input Window 91 92 Herta Johansmeier Screenshot 6: Repetition Mode Slide-Show On the other hand suitable images or videos may be used. As soon as the question or solution appears, the images will flash up on the screen. These visual elements often activate a priming effect so that the associated words can be retrieved much faster. 5. Details and Availability The English Version will be available in 2012. The German Version (free version: one user, maximum 150 flash cards / full version without limitations) is available on www.memostep6.com. References [1] Pushpa Nagini Sripada: “Mental Lexicon” in: Journal of the Indian Academy of Applied Psychology, January 2008, Vol, 34, No. 1, p. 183. [2] All screenshots are taken from the software: Manfred Tasser: MemoStep6 – der multimediale Vokabeltrainer für Anspruchsvolle. Münster / Austria 2011, Version 1.3.2.9. www.memostep6.com. [3] P. Nagini Sripada, art. cit., p. 184. [4] Saskia Kersten: The mental lexicon and vocabulary learning. Tübingen: Gunter Narr Verlag 2010, pp. 16f. MemoStep6: Building up a Mental Lexicon in Foreign Languages. A new... 93 Additional Reading: § Altmann, Gerry T.M.: The Ascent of Babel. An exploration of language, mind, and understanding. Oxford: University Press 2008. § Altmann, Gerry T.M.: Accessing the mental lexicon. Words, and how we (eventually) find them. http://homepage.mac.com/gerry_altmann/ babel/assets/Chapter-6.pdf (November 2011) § Elman, Jeffrey L.: “An alternative view of the mental lexicon” in: Trends in Cognitive Sciences. Vol. 8, No. 7, July 2004, pp. 301-306. § Pavicic Takac, Vija: Vocabulary Learning Strategies and Foreign Language Acquisition. Clevedon: Multilingual Matters 2008. § Pavlenko, Aneta (ed.): The Bilingual Mental Lexicon. Interdisciplinary Approaches. Bristol, Buffalo, Toronto: Multilingual Matters 2009. 94 Military English (Intermediate) e-Project. Students as English Teachers Małgorzata Gawlik-Kobylińska, LtC Dariusz Poczekalewicz National Defence University, Warsaw/Poland [email protected] Abstract The current educational approach adapted by the National Defence University (NDU) in delivering, developing, and managing learning on a global scale is Advanced Distributed Learning (ADL). This approach enhances the organization of educational process mainly through the use of open-architecture standards and the convergence of computing, communications, and information technologies. In order to familiarize students with this approach and with new educational tools - mainly with the ILIAS platform, to convince them to use new solutions, and also to enhance their language skills, the ADL unit of NDU proposed to engage students in voluntary “Apprenticeships with ILIAS. Military English (Intermediate)”. The main goals of the project were to furnish students with basic skills related to instructional and multimedia design and, at the same time, to build a course which would give its participants opportunities to develop productive and receptive language skills. During the apprenticeship four students (two of them were Erasmus students) were asked to build mini-courses on topics related to military issues. Before the start they were supported with a theoretical training concerning e-methodology and how to use ILIAS SCORM Editor (its tools and activities). The results of the project were measured from two perspectives: the organizer’s perspective concerned the product – the mini-courses on military English, and the students’ perspective – the level of satisfaction from the participation in the project. The analysis of the “Student apprenticeship evaluation questionnaire” allowed to state that all participants gave a positive feedback: they got familiar with designing courses on the ADL platform. Moreover, they recognized themselves as more aware of new educational solutions. 1. Introduction In today’s society technology and education combined together undergo constant changes. Tech savvy consumers-learners who need instantaneous access to information or knowledge, as well as evolving paradigms of adult pedagogy and teaching can be regarded as coercive for delivering new Military English (Intermediate) e-Project. Students as English Teachers 95 solutions to higher education institutions. To fulfill expectations of learners, who are more and more demanding, and to keep up with the pace of change, the Polish National Defence University in Warsaw has included and adapted the Advanced Distributed Learning (ADL) approach into its educational system. The ADL is a product of the Advanced Distributed Learning Initiative, which a part of the US Department of Defense Office of the Deputy Assistant Secretary of Defense (Readiness), and its commonly abbreviated name has a specific meaning. Advanced refers to the next generation learning environment made possible through the systematic integration of computing, communications, and information technologies. Distributed is defined as the capability to use common standards and network technologies in order to provide learning anywhere and anytime. Learning is described as the acquisition of knowledge, skills, and attitudes. Learning is accomplished through the integration of education, training, and performance aiding in a comprehensive, supportive system (ADL Initiative homepage, 2011). Considering its scope, this approach becomes more and more popular in military environment in countries such as Romania, Norway, Great Britain, Canada or even Korea. In order to popularize Advanced Distributed Learning among academia, the NDU ADL unit proposed to introduce the first edition of student apprenticeship aiming at designing the course of Military English. 2. Assumptions and purpose At the beginning of the project two assumptions were taken into consideration: the first one concerned the choice of the topic of the student apprenticeship and the second, the level of the taught course. It was assumed that language learning can be an attractive topic both for future course designers and participants of the course. Due to the high number of students choosing English as a foreign language at their Matura Exam, the level of English presented in the students’ course is B1 (according to the Common European Framework of Reference for Languages – CEFR). What were the direct and indirect goals of the project? The first direct goal concerned getting students familiar with the ILIAS platform and teaching them new skills – e-methodology of teaching and multimedia design. Indirect goal concerned improving language skills (mainly vocabulary, grammar and writing) by the participants of the apprenticeship (due to the rule that when we teach, we memorize things better), and finally, to create a new product – Military English Intermediate ADL course. 3. Organization and background The first edition of student apprenticeship began in July and finished in November. The organization of the project included hiring four students from the NDU (two of them were from Erasmus exchange programme), each for a three-week period, and supporting them with a training on e-methodology and multimedia design. All participants were asked to prepare mini-courses on a chosen military topic aiming at improving productive and receptive 96 Małgorzata Gawlik-Kobylińska, Dariusz Poczekalewicz English language skills. They were also explained that the future mini-courses needed to be for asynchronous learning purpose and the target group would be other NDU student who “learn when they need and just-in-time”. The working place was ILIAS platform and the activities would be prepared in ILIAS SCORM Editor. Apart from a constant support of instructional and multimedia designers, the participants of the apprenticeship had the opportunity to cooperate with subject matter experts from the National Defence University in order to consult their proposals of topics and content. Their activities involved also gathering materials for the course, recording narration, composing music in ADL studio, and learning how to deal with copyrights. 3.1. The multi-dimensional aspect of student apprenticeship: e-methodology While students were engaged in the apprenticeship, they gradually became familiar with different views on e-methodology. One of the presented views focused on three important aspects of designing e-learning courses: cognitive (the content), emotive (emotions, attitudes, feelings), psychomotorical (do/make, create, find tasks) (Gagne,1997). Regarding all the aspects, the course designers had to pay attention to specific rules such as giving an appropriate set of examples to influence course participants’ imaginations; learning through fun, which has to be supported by IT; experiential learning (Merriam and Caffarella, 2007), which implies learning by mistakes thanks to simulations, interactive elements, and applying control questions without punishment; motivating multimedia design, vivid colorful teaching materials, but with no fireworks effect; elimination of redundant information from the content (Gagne, 1997); giving fixed rules of contact with a tutor; or possibility of group learning due to the applications such as chat or discussion forums (Gagne, 1997). 3.2. The multi-dimensional aspect of student apprenticeship: adult learning As it was previously stated, at the beginning of the project students were given the characteristic of the target group - adults. Students were presented the issues on adult pedagogy and educational psychology, especially approaches of Malcom Knowles and Kund Illeris, according to which adults are characterized as autonomous and self-directed, experiential learners who have “life experience that becomes an increasing resource for learning” (Knowles, 1984, p.12; Illeris, 2009). Moreover, students were explained that adults are goal-oriented and often successfully generate internal motivation for their learning, which is related to notions of self-development, career advancement or achievements (Knowles,1984); they also usually directly apply their knowledge for problem-solving activities (Brookfield, 2000). Another issue pointed out to students, closely related to the practical aspect of learning, was relevancy-orientation: learning needs to be applicable Military English (Intermediate) e-Project. Students as English Teachers 97 to work or other responsibilities to be of value to adult learners (Illeris, 2009). Therefore, students understood that the tasks of the course should be designed in a way that will reflect the practical and relevant aspect of acquired knowledge. Making them aware of the above mentioned issues, resulted in greater carefulness in choosing topics, teaching materials and structure of the course. 3.3. The multi-dimensional aspect of student apprenticeship: IT & multimedia design What concerns students’ work on the structure and activities prepared in SCORM (Sharable Content Object Reference Model) Editor, it was observed that they design the course without any constrains. The explanation for this is, at first, the fact that the National Defence University had chosen the open source Learning Management System (which is free of charge) and authoring tools compliant with SCORM standard. Secondly, the software used at the NDU is ILIAS (Integrated Learning, Information and Work Cooperation System), which offers a lot of features to design and run online-courses, create learning content, offer assessments and exercises, run surveys and support communication or even cooperation among users. Thirdly, the ILIAS SCORM Editor was regarded as very intuitive - this feature allowed individuals, who are not programmers, to build the course easily; as a result, young designers did not need any knowledge on the programming. Students started from building the structure and then they stored the content in the chapter, assets, SCO’s and pages. The activities they used in the course included different question types, such as multiple choice, fill-in-the-blanks, numerical, matching, ordering, hot spot, essay. As far as communication is concerned, the most frequent activities chosen by the students were internal messaging chat, forum, podcasting, question pools for re-using questions in different tests. An activity that seemed to be liked by students-designers was an interactive map. 4. Results The results of the project can be presented from organizations’ and participants’ perspectives. Regarding the first one, it can be stated that a new product for self-studying has appeared: ADL unit gained five mini-courses on the following topics: NATO’s Crisis Response Operations, Participation of the Polish Armed Forces in International NATO Operations, Pistols and Submachine Guns, Terrorism in Turkey, and Military Ranks. As far as the second perspective is concerned, it has been observed that students got familiar with the ILIAS platform – they acquired knowledge on multifarious activities. Additionally, they got familiar with bases of e-methodology, improved their English, and finally, due to the access to the wide range of e-learning courses launched on the platform, they could compare and evaluate other courses on the bases of what they have learned. 98 Małgorzata Gawlik-Kobylińska, Dariusz Poczekalewicz 5. Evaluation of the project – students’ perspective In order to gather information on students’ assessments of the apprenticeship, at the end of their programme, they had to fill the evaluation questionnaire consisted of agree-disagree scale for a series of statements (Likert scale) and a sentence completion test. The examples of statements (the scale: strongly disagree, disagree, neither agree nor disagree, agree, strongly agree) were: I have a feeling that I learned e-methodological issues, I am familiar with the ILIAS platform, I am fluent in the SCORM Editor activities I recognize the purpose of the SCORM Editor activities. All four students having all positive sentences circled the poles: agree, strongly agree. The answers allow for a statement that the project has fulfilled its goals. Regarding the sentence completion test, , the examplary question - characterize your apprenticeship in three adjectives also showed satisfaction from participation in the project. The answers provided by students included the following adjectives: developing, interesting, not typical, creative. Overall, students’ perception of the project was reported as positive. 6. Conclusions The approach adapted by the National Defence University– Advanced Distributed Learning, can be popularized in multifarious ways, such as conducting the project involving students in preparing ALD courses of English for their peers. This project, regarded as a case study, can be perceived as an example of how to convince particular groups to attend or use new educational solutions. Giving support and guidance to students by the explanation of the issues concerning the role of instructional and multimedia design learning theories, resulted in creating several different mini-courses on military English. The project had also pedagogical implications: students gained different roles – as teachers and multimedia designers they needed to be aware of problems which could arise in e-teaching: layout of text, giving examples, or the length of texts; they started to be intuitive on the issues of how to create a good e-lesson and how to minimize the risk of failures. The effects of the apprenticeship (products) and a positive feedback from the participants prepared a ground for organization of the next edition of the apprenticeship in 2012. The inspiration for conducting the project was Małgorzata Gawlik-Kobylinska’s participation (as a student) in innovative classes on Internet assisted ELT conducted by Sylvia Maciaszczyk at the Warsaw School of Social Sciences and Humanities in Warsaw. Military English (Intermediate) e-Project. Students as English Teachers 99 References [1] Gagne, R. M. (1992). Principles of Instructional Design. Fort Worth, TX: Harcourt Brace Jovanovich College Publishers. [2] Illeris, K. (2003). Three Dimensions of Learning: Contemporary Learning Theory in the Tension Field Between the Cognitive, the Emotional and the Social. Malabar, Florida: Krieger. [3] Merriam S.B., Caffarella R.S. (1991). Learning in Adulthood: A comprehensive Guide. Jossey Bass Publishers, San Francisco. [4] Knowles M. S. & Associates (1984). Andragogy in Action. Jossey-Bass, San Francisco. [5] Brookfield S.D. (2000) Adult cognition as a dimension of lifelong learning, (In) J. Field, M. Leicester (eds), Lifelong Learning – Education Across the Lifespan. Routlege-Falmer, London. [6] ADL Overview – the Internet homepage of ADL Initiative. Retrieved from: http://www.adlnet.gov/overview, on 23/11/2011. 100 Webquests Revisited Zdzisław Głębocki Department of Modern Languages, Białystok University, Białystok/Poland [email protected] Abstract The WebQuest concept and methodology developed by Bernie Dodge and Tom March in 1995 as a vehicle for utilizing the vast information on the Internet in an organized and meaningful manner has become increasingly popular among educators all over the world. Also teachers of English as a foreign language have found it an effective tool. Being one of the enthusiasts of the concept, I have had the pleasure to conduct an innovative series of on-line WebQuest workshops for Polish teachers of English sponsored by the British Council. Ten years after that experience, I am still addressing a question: Considering the dynamically developing IT for ELT reality, has the WebQuest idea retained its educational potential and validity? Can it still be an inspiring idea for both teachers of English as a foreign language and their students? The paper introduces a blueprint/proposal for a B.A. (Licencjat) Seminar at the English Philology (University of Białystok) centred on an Information and Communication Technology - based project - a WebQuest as an innovative formula equivalent to the B.A. (Licencjat) Dissertation. Introduction The WebQuest concept and methodology developed by Bernie Dodge and Tom March in 1995 as a vehicle for utilizing the vast information on the Internet in an organized and meaningful manner has become increasingly popular among educators all over the world. Also teachers of English as a foreign language have found it an effective tool. Centred on group work, and focused on higher-order thinking skills, WebQuests “help students to construct a deeper understanding and move through a crucial transition phase toward a more autonomous, learning-centred education process”[1]. Especially in the Polish foreign language teaching environment dominated by traditional forms of instruction WebQuests may introduce an element of change. WebQuests are valuable tools for various reasons. First, they have the ability to contextualize learning in a variety of meaningful ways […] . WebQuests also guide students’ understanding of knowledge by immersing them in multiple resources that often have varying perspectives […] . Lastly, as students take ownership during the WebQuest, they are likely to retain this WebQuests Revisited 101 information because they have control over the information to which they are exposed and presumably are interested in learning the information […] [2] . A WebQuest provides a structured learning environment for students: a series of steps for completing the task, a list of appropriate Web sites, and instructions for compiling data for the research project. It supplies students with efficient tools to conduct the research, compare and contrast, and analyse a topic. WebQuests in general, stimulate both, the teacher’s and students’ creativity as they demand designing engrossing tasks on the teacher’s side and creating appealing products on the students’ side. The WebQuest process involves various skills (higher-order thinking, critical thinking, collaboration) and demands students’ active participation, turning a traditional class into more student-centred one [3]. There are hundreds of WebQuests available for use or modification (see for example collections at: questgarden.com or bestwebquests.com). They are free to use and may be modified without breaking copyright laws. However, most of the WebQuests were generated in a specific educational context to meet local guidelines and requirements but what is most important, they are addressed to native speakers and therefore do not always meet foreign language teacher’s expectations as to the level, age or general context. Therefore, the idea of generating WebQuests by teachers of English as a foreign language for their own students seemed reasonable and this was the basic motivating factor behind the initiative of running on-line WebQuest workshops. Being one of the enthusiasts of the concept, I have had the pleasure to conduct an innovative series of on-line WebQuest workshops for Polish teachers of English sponsored by the British Council. Why an on-line rather than traditional face-to-face workshops? The reasons were financial and connected with logistics: how to conduct a long-term (50 hour) workshop whose participants come from distant locations (Szczecin, Sieradz, Białystok)? The only solution was an on-line arrangement. In spite of the fact that the idea of distance learning was still in its concept phase, the British Council enthusiastically agreed on this innovative approach and sponsored the project. Yahoo Groups platform and e-mail were used as the main means of information transfer. The effect of these workshops (in all three separate workshops took place) were a number of WebQuests for Polish students of English of various levels and contexts: starting with elementary through advanced primary and secondary school students and students of academic institutions. Here are some titles of the generated WebQuests: 102 Web Quest for: Pre-Secondary School Students Secondary School Students Post Secondary School Students Zdzisław Głębocki Title of the Web Quest Animal Shelters Bialystok on the Web Humour Festival Music Styles Shrek’s Webquest Summer Full of Adventures Unexplained Phenomenon Welcome to Ireland A Week in New York City Anti-Semitism Around the World in 80 Days Forrest Gump Learn English in England Let’s Travel to London Limericks Meet Einstein National Stereotypes Plan Your Holidays in Europe Tolkien’s Fantasy Trip to London Visiting the South-West Good Spirits in Well Bodies My Perfect Computer Phobias Study Skills Ten years after the experience of running WebQuest workshops sponsored by the British Council, I am still addressing a question: Considering the dynamically developing IT for ELT reality, has the WebQuest idea retained its educational potential and validity? Can it still be an inspiring proposal for both teachers of English as a foreign language and their students? WebQuests Revisited 103 In the subsequent section of the paper I will introduce a blueprint/proposal for a B.A. (Licencjat) Seminar at the English Philology (University of Białystok) centred on an Information and Communication Technology - based project (a WebQuest) as an innovative formula equivalent to the B.A. (Licencjat) Dissertation. Traditionally, the B.A. (Licencjat) Dissertation is a 30-50 page long thesis in which students present an academic discussion of a given topic. In many cases however, the results are discouraging due to inadequate language and academic proficiency necessary for completing the dissertation. The results are often below the expected standards and require considerable intervention of the academic supervisor. Reasonable, I think is to propose a project which would more realistically approach the task and be adequate with the academic and language aptitude of students, at the same time giving them the possibility to be more creative than is the case with the traditional format. The proposal’s aim is to meet these requirements. WebQuests will be developed during the Seminar and implemented in a real-classroom context. Various aspects of American culture, contentbased learning, project work, and World Wide Web resources in ELT will be the Seminar’s main focus. The WebQuest Project Seminar will be conducted according to the following general guidelines: Theoretical Background § Readings in English Language Learning and Technology [4], § Background work on Project Based Learning[5], Content Based Learning[6], Inquiry-oriented Learning and WebQuest Concepts [7] (readings, tasks). Planning and Introductory Work § Students select a Target Group and construct its characteristics: level, needs, computer literacy level, computer access, problem areas, etc., § Consider what WEB-based materials connected with American Culture could be used with this group and how to introduce them into the syllabus (discussion). Project Work § Building ELT based WebQuests using guidelines and templates presented at questgarden.com, § Informing other students on the progress/problems, § Assistance and guidance from the Project Supervisor. 104 Zdzisław Głębocki Implementation § Implementation of the WebQuest in Target Groups: § A diary of the process kept by students, § Informing other students on the progress of the project. Final Activities Presentation of the generated WebQuests, Commenting on the Implementation Stage, Sharing experiences with other students, Modification of WebQuests considering feedback from other students and Project Supervisor, § Publication of WebQuests on the Web Page of the Department of Modern Languages. § § § § The proposed programme is at the present moment in progress. Students of the B.A. (Licencjat) WebQuest Seminar are working hard and are enthusiastic about their projects. Prospects of high quality WebQuests which they are generating look good. Returning now to the question formulated above: “Has the WebQuest idea retained its educational potential and validity?” Considering the positive progress of the Seminar so far, I am inclined to say yes. However, the final results of the Seminar will show its ultimate validity. References [1] Tom March, “The Learning Power of WebQuests”, Educational Leadership, December 2003 / January 2004, Volume 61, Number 4, New Needs, New Curriculum, pages 42-47, also available at: http:// ozline.com/writings/ascdwebquests. [2] Drew Polly, Leigh Ausband, “Developing Higher-Order Thinking Skills through WebQuests”, Journal of Computing in Teacher Education (2009), Volume: 26, Issue: 1, p. 29. [3] Draft version of this paragraph was supplied by Paulina Młodzianowska, WebQuest Seminar student. [4] An extensive bibliography is given on the pages of The Teacher Tap Professional Development Resource for Educators and Librarians at: http://eduscapes.com/tap/topic4.htm#6, accessed 11.12.2011. [5] A good start in readings in English Language Teaching/Learning and Technology are: § Carol A. Chapelle, English Language Learning and Technology. Lectures on applied linguistics in the age of information and WebQuests Revisited 105 communication technology. Philadelphia, PA, USA: John Benjamins Publishing Company, 2003. § Michael Evans, Education and Digital Technology: Foreign Language Learning with Digital Technology, Continuum International Publishing, 2009. § Robert J. Blake, Dorothy M. Chun, Brave New Digital Classroom: Technology and Foreign Language Learning, Georgetown University Press, 2008. [6] Rich bibliography on the topic of Project-based learning is to be found at the Education Resources Information Center (ERIC) Database: http:// www.eric.ed.gov. [7] Ray Lyster, Learning and Teaching Languages Through Content: A Counterbalanced Approach, John Benjamins Publishing Company, 2007. [8] Bradley Horn, “The Future is Now: Preparing a New Generation of CBI Teachers”, English Teaching Forum, Volume 49, Number 3, 2011, pages 2-9. [9] Extensive information on the topic together with guidelines, ready-touse templates and a rich collection of WebQuests may be found at: http://webquest.org and also at: http://questgarden.com. 106 CALL Software as an Alternative to Natural Immersion in Adult SLA – a Remedy to the Existing Problems? Emilia Korczynska Faculty of Education, University of Cambridge, Cambridge, UK [email protected] Abstract The aim of this article is to review briefly the arguments providing counterevidence to the popular notion of the superiority of the ‘naturalistic language acquisition’ in immersion settings. The paper will describe the main problems of learning from naturalistic input encountered by adult learners, stemming from the qualitative differences between childhood and adult language acquisition – primarily the difference in the degree of attention paid to different elements in the utterance and – effectively- the degree of noticing, which according to the noticing hypothesis of Schmidt (1993) [9] is a prerequisite for language acquisition. In view of these differences, the present paper will discuss the disadvantage at which adults are put in naturalistic immersion context, stemming from the intrinsic features of natural speech. In addition, the present work will discuss the possible ways of attenuating the effects of these constraints on adult SLA by means of Computer Assisted Language Learning (CALL). Although the discussion below is based on the example of English as a foreign language, the arguments (with some moderation respective to different rhythm patterns) are valid for other languages as well. 1. Introduction The awareness that naturalistic learning in a target-language speaking country may not be sufficient to acquire the target language to a highly proficient level, both in terms of fluency and accuracy, should spare many unnecessary disappointments to an eager learner. For - as it has been shown in empirical studies of learners who, despite having spent years fully integrated in the target language society, still failed to acquire certain phonological and grammatical features of the L2 - the actual effects of naturalistic immersion learning often fall short of the target. The persistent recurrence of the same errors in the performance of adult L2 learners has been called fossilization and is estimated to affect 95% of the learners (Selinker, 1972) [11]. This is not to say that immersion environment itself is not a valid way to learn a foreign language. On the contrary, the author of the present article CALL Software as an Alternative to Natural Immersion in Adult SLA – a ... 107 maintains that immersion, by virtue of stimulating short-term phonological memory (Baddeley and Gathercole, 1990) [1], provides the best way of acquiring a language. Nevertheless, the perfect immersion environment in which the frequency of the learnt items in input and their phonological and perceptual salience would be sufficient for the learner to notice and ‘pick up’ has not been as yet found in naturalistic context. This article, for the reason of its limited scope, will first take a short run through the factors that - in adults - inhibit the effortless language acquisition that we can observe in children in immersion settings. Starting from the fundamental question of the qualitative difference between child and adult language acquisition, it will discuss the notions of noticing hypothesis, salience for communication, frequency and perceptual salience. On top of discussion the potential stumbling blocks in adult SLA, the article will briefly address how the negative aspects present in naturalistic contexts can be effectively attenuated in immersion contexts recreated by means of software for computer assisted language learning (CALL). 2.Qualitative differences between child and adult language learning The appeal of naturalistic learning stems from the promise to learn a language in the same way as a child would do – effortlessly, efficiently and to a native-like level. The popularity of naturalistic methods was first fuelled by Noam Chomsky, who in 1958 drew attention to the so-called ‘logical problem of language learning’ (Saville-Troike, 2006) [8] – of how a child can produce more language than it actually hears in the environmental input – which is often truncated, not fully grammatical and utterly devoid of what we like to term ‘formal instruction’ in SLA. The conclusion was that language learning is an active hypothesis-building process governed by the rules of the Universal Grammar (UG), common to every human being. Chomsky’s views were subsequently extrapolated to foreign language teaching, giving rise to many naturalistic methods e.g. Total Physical Response, the Natural Approach or ‘The Monitor Model’ (Krashen, 1982) [5]. They also triggered the ever-popular ‘language tourism’, promising quick improvement of fluency and accuracy. Nevertheless, the many studies of adults failing to reach native-like levels in SLA in naturalistic contexts (Han, 2004) [3] have cast doubts on whether the UG is still available to the adult learner. A less philosophical explanation has been offered by neurologists, who posit the loss of brain plasticity at puberty as the cause for the phenomenon (Schumann et al, 2004) [10]. According to Eubank and Gregg, in turn, (1999: 92 In:Han, 2004: 65), failure to master a FL in adulthood is ‘the price we pay for successful L1 acquisition’, since the preexisting phonetic categories of L1 hamper our perception of L2 phonetic input. 108 Emilia Korczynska This is only a small sample of the raft of explanations which have been offered to account for the difference between child and adult language learning. Nevertheless, the qualitative differences themselves are probably more important than the reasons, for it is them that actually render learning in naturalistic contexts much less effective than anticipated assuming that recreating the ‘immersion context’ in which L1 acquisition takes place suffices to arrive at similar results in L2. The main difference appears to lie in the phonological perception capability (Kuhl et al, 2008) [6], which allegedly influences the way in which children, as opposed to adults, notice grammatical features of the spoken language. The ability to notice grammatical words which carry little meaning themselves and which are not a prerequisite for understanding the gist of the utterance (hence being ignored as redundant for communication purposes by adults) has been purported to be the main qualitative difference between child and adult language acquisition. This may account for why recreating naturalistic L1 settings – the ‘immersion environment’ does not automatically yield L1-acquisition-like results in SLA – the adults simply fail to notice the phonologically (and thus perceptually) nonsalient and communicatively redundant morphemes. And since according to the noticing hypothesis (Schmidt, 1993) [9] noticing is a prerequisite for learning, the said morphemes are not acquired naturally by adults by simply listening to natural speech. This has been implied also by fossilization studies (Han, 2004) [3], which have shown that the risk of fossilization increases in inverse proportion to the perceptual and communicative salience. Thus, for instance, a language learner is more prone to commit persistent errors in the bound than free morphemes. The challenges that an adult learner is faced with in naturalistic immersion context, leading to decreased efficiency of learning, may be nevertheless addressed in computer-assisted learning situation aiming at recreation of the naturalistic immersion settings. In order to enhance the naturalistic input so as to facilitate the uptake and acquisition of morphosytax, it is necessary to focus on the specific intrinsic features of naturalistic speech that inhibit the acquisition of morphosyntax in an adult learner. The following sections will address these features and briefly discuss the possibilities of adjusting input to make the immersion situation better address the needs of an adult learner. 2. The problematic features of natural speech In a stress-timed language such as English, the stress tends to fall on syllables in the stem of content words rather than the grammatical words such as articles, auxiliary verbs or prepositions. This, on top of the communication salience of the lexical items, making the focus of the listener’s attention (Van Patten, 1994) [12], renders the content words phonologically more salient in an utterance than the grammatical words. This ‘twofold-advantage’ of the content words in the competition for the learner’s attention is further bolstered by the fact that the unstressed morphemes at the word boundaries CALL Software as an Alternative to Natural Immersion in Adult SLA – a ... 109 are subject to connected speech phenomena such as assimilation and elision, which (respectively) cause the given sounds to be pronounced in an articulation place closer to the neighboring sound and thus ‘assimilate’ to the other sound or disappear in a fast, less careful speech (Field, 2003) [2]. The said phonological phenomena make it particularly difficult to extract the grammatical features of the utterance from a natural speech in immersion context, as it is the content words (predominately the word classes of nouns, verbs and adjectives and adverbs) that receive the learner’s attention. In controlled settings, however, it is possible to sidestep the connected speech phenomena by ensuring that the recorded words are not truncated and by providing additional (for instance visual) cues for drawing the learner’s attention to inflectional morphemes or grammatical words. 3. Noticing hypothesis versus communication redundancy According to Schmidt (1993) [9], deliberate attention to communicatively redundant grammatical forms is necessary for adult SLA. The statement ‘attention to the redundant’ itself is somewhat counterintuitive, and for good reason – the learner, having to run multiple cognitive operations in real time, which imposes great constraints on the limited capacity of their working memory (Baddeley & Gathercole, 1990) [1], is confined to focusing exclusively on the elements of the utterance which are necessary for understanding of the communicative message. This specific ‘economical adaptation’ allows for better comprehension of the semantics of the utterance, but is nevertheless responsible for overlooking the communicatively-redundant grammatical features of the language. A possible solution to this problem has been proposed by Van Patten (1994) [12] in his Input Processing method, which manipulates the utterance in such way as to render the grammatical elements the only key to deciphering the message, thus forcing the learner to first focus on form. 4. Frequency in input The low frequency of different vocabulary items in natural speech is another reason why naturalistic immersion may not be the most efficient way to learn a L2. Nevertheless, since the impact of frequency on vocabulary retention and retrieval does not follow along the lines of simple linear correlation and depends on both linguistic factors (the word class and its syntactic function in the utterance both influence perceptual salience) and phonological prominence, the matter needs to be addressed in some detail. As can be seen on the basis of the discussion from the previous section, some word classes are more prominent than others in English in accordance with the stress patterns, which promote noticing the meaningful content words over the communicatively non-salient morphemes and grammatical words (e.g. inflectional morphemes, articles, prepositions) (Field, 2003) [2]. Thus, although the frequency of grammatical words in naturalistic input is 110 Emilia Korczynska much higher than content words (Harald-Baayen, 2002) [4] their lack of communication and perceptual salience renders them transparent to the learner in normal communication. Nevertheless, provided the learner actually notices the more prominent elements of the utterance such as the content words, meaningful repetition actually facilitates learning (Pimsleur, 1967) [7] Hence the relatively lower frequency of certain vocabulary items, especially words used rarely in informal spoken language in natural speech as opposed to immersion-recreating software points to the higher effectiveness of the latter in terms of vocabulary acquisition. Moreover, the computer-assisted language programmes can take advantage of the principle of graduated interval recall (Pimsleur, 1967) [7], which marshals spaced repetition of the newly learnt items for the learner at intervals found to facilitate memory formation best. Conclusion With few adults actually being able to afford going to a foreign country for a sufficiently long period of time to learn a foreign language, the effectiveness of naturalistic immersion settings remains a popular myth in mainstream applied linguistics. However, given the findings of fossilization studies, which show that even years of immersion rarely lead to a native-like phonological and grammatical accuracy, the need to reshape our views on naturalistic language acquisition seems well-justified. Knowing the difference in attention focus directed to different elements of an utterance depending on their communicative importance (or redundancy) and phonological salience, it is possible to channel the learners attention to them by means of CALL software, while recreating the beneficial aspects of an immersion situation. Moreover, since computer-assisted immersion allows for the manipulation of frequency of the chosen vocabulary items in input, it is the ‘recreated’ rather than natural immersion situation that guarantees successful acquisition of vocabulary and allows the learner to choose the thematic focus of their immersion situation, depending on their professional interests and aims. In the final analysis, given that learning in naturalistic immersion situations is both time and cost-consuming, it is perhaps recommended not to leave the outcomes of such language learning to chance and at least to combine staying abroad with the use of some CALL software directing attention to the less salient aspects of the target language. References: [1] Baddeley, A.; Gathercole, S. (1990). Working memory and Language. Lea Publishers. [2] Field, J. (2003). Promoting perception: lexical segmentation in L2 listening, ELT Journal, 57 (4), 325-334 CALL Software as an Alternative to Natural Immersion in Adult SLA – a ... 111 [3] Han, Z. (2004). Fossilization in adult second language acquisition. Multilingual Matters. [4] Harald-Baayen, R. (2002). Word Frequency Distributions (Text, Speech and Language Technology). Springer. [5] Krashen, S. D. (1982). Principles and Practice in Second Language Acquisition. Alemany Pr. [6] Kuhl et al (2008). Phonetic learning as a pathway to language: New data and native language magnet theory expanded (NLM-e). Philosophical Transactions B. [7] Pimsleur, P. (1967). A memory schedule, The Modern Language Journal, 51 (2), 73-75 [8] Saville-Troike, M. (2006). Introducing Second Language Acquisition. Cambridge University Press. [9] Richard Schmidt, R. (1993) Awareness and Second Language Acquisition, Annual Review of Applied Linguistics, 13(1), 206-226 [10] Schumann, J., Crowell, S., Jones, N. E., Namhee, L. (2004). The Neurobiology of Learning: Perspectives from Second Language Acquisition, Lawrence Erlbaum Associates. [11] Selinker, L. (1972). INTERLANGUAGE. IRAL - International Review of Applied Linguistics in Language Teaching, 10, 209-232. doi:10.1515/ iral.1972.10.1-4.209 [12] VanPatten, B. (1996). Input processing and grammar instruction in second language acquisition. Greenwood Publishing Group. 112 Implementing Social Media in the Language Classroom Jarosław Krajka1, Sylvia Maciaszczyk2 1 Maria Curie-Skłodowska University, Lublin, Poland; 2Warsaw School of Social Sciences and Humanities, Warsaw, Poland 1 [email protected], [email protected] Abstract With ubiquitous access to the Internet and widespread use of computers in education, assisting foreign language instruction with technology is a fact that is to be taken for granted. However, with the development of technology on the one hand and the changing perceptions and uses of computer tools on the other hand, approaches to teaching languages with computers have changed as well. The purpose of the present paper will be to consider how Web 2.0 and social media applications enhance the context of foreign language teaching. After a summary of definitions and characteristic features of social media, a contemporary ‘Net Generation’ learner will be briefly portrayed. Finally, examples of social media tools and activities will be given together with classroom implementation criteria. 1. Introduction The rapid expansion of state-of-the-art technologies and approaches in the everyday lives of students, according to Thompson [1], means that the preferences of newer generations of learners as regards more extensive technology use by teachers will be even more pronounced. As Thompson [1] notes, this means that both institutions of higher education and schools, when confronted with the potentially disruptive technologies of the Web 2.0 era, need to allow for a change in the model of education “from the traditional classroom framework to an asynchronous 24/7 mode” (p. 4). Thus, the purpose of the present paper will be to consider language education in the Web 2.0 and social media context, with a special focus on definitions, characteristics, tools and implementation criteria. 2. Web 2.0 and social media in language education The term ‘Web 2.0’ was first coined and conceptualised by Tim O’Reilly and Dale Dougherty in 2004 to “describe the terms and business models that survived the technology sector market crash of the 1990s” (para.8) [2]. The early definition of Web 2.0 [3] emphasised the idea of the Web 2.0 network as a platform with connected devices and software being continually updated as Implementing Social Media in the Language Classroom 113 it becomes influenced by the increasing number of people who use it, with data being consumed and remixed from multiple sources according to personal criteria reflecting one’s own purposes. A new and compact definition of Web 2.0 formulated by O’Reilly [4] is that “Web 2.0 is the business revolution in the computer industry caused by the move to the internet as a platform, and an attempt to understand the rules for success on that new platform”. Being a part of the Web 2.0 movement, social media is “a kind of software that users can contribute their content to, and therefore this content gets richer, or more accurate and more people can use it” (p.68) [5]. Social software enables mentoring, building a community, meeting people, seeking personal learning assistance or working collaboratively on projects or problems. The concept of social software encompasses a number of communication tools: § Web 1.0 (Internet messaging, text chat and Internet forums); § pre-Web 2.0 (blogs, weblogs and wikis); § purely Web 2.0 developments (social network search engines, social network services, social guides, social bookmarking, social libraries, and peer-to-peer social networks). There are some additional features that computer applications need to meet to clearly represent the social media movement. Thus, according to Molina [6], Web 2.0 applications (p. 114): § “are collaborative,” with sharing/tagging collectives, blogs, wikis, online word processors taking collaboration as a central theme; § “use thin, cross-platform technology on the client side,” with the only requirement for a user being a Web browser; § “think big,” providing functionality comparable to commercially available office applications and operating systems, all accessible online; § “are free,” free to choose and free to change, tailored to the circumstances; § “are constantly upgraded,” with upgrades conducted continually in small increments, often unnoticeably in the interface; § “are highly interwoven,” drawing on other Web 2.0 applications to create new mash-up tools. Examples of Web 2.0 developments in different areas can be found in Web 2.0 tools directories such as All Things Web 2.0, http://www.allthingsweb2. com/; Sacred Cow Dung, http://www.sacredcowdung.com/archives/2006/03/ all_things_web.html; Go2Web20.net, http://www.go2web20.net/; Everything Web 2.0 Directory, http://www.listio.com/web20/; and 2.0 Websites, http:// www.listio.com/web20/. 114 Jarosław Krajka, Sylvia Maciaszczyk 3. Language learners in the social media era Contemporary students have been described as the first generation which has grown up with computers as an ordinary part of their lives, rather than as an extraordinary add-on [7]. Mark Prensky [7] claims that present-day students, known as ‘Digital Natives’ because they are “’native speakers’ of the digital language of computers” (p. 1), have been functioning in a digital environment for most of their lives and the technologies that faculty and staff see as revolutionary are standard and routine elements for today’s new students. Barnes, Marateo and Ferris [8] define contemporary students as the ‘Net Generation’, unique in the sense they are not only acculturated to the use of technology, but they are even saturated with it. To give an example, the technology use of an average ‘Net Gener’ by the age of 21 can be summarised as follows [9]: § § § § § 10,000 hours playing video games; 200,000 e-mails; 20,000 hours watching TV; 10,000 hours on cell phones; under 5,000 hours reading. By contrast, their teachers, who were usually not born into the digital world but rather have become fascinated by technology at a certain point in their lives, are labelled by Prensky [7] as ‘Digital Immigrants.’ Prensky continues that “the single biggest problem facing education today is that our Digital Immigrant instructors, who speak an outdated language (that of the predigital age), are struggling to teach a population that speaks an entirely new language” (p. 2). In his later writings, Prensky [10] develops the concept of Digital Natives, showing how contemporary students take a different approach to a number of operations involved in the learning process: § Digital Natives are communicating differently (e-mail, IM, chat). § Digital Natives are sharing differently (blogs, webcams, camera phones). § Digital Natives are buying and selling differently (eBay, schoolwork). § Digital Natives are exchanging differently (music, movies, humour). § Digital Natives are creating differently (sites, avatars, mods). § Digital Natives are coordinating differently (projects, workgroups, MMORPGs). § Digital Natives are evaluating differently (reputation systems – Epinions, Amazon, Slashdot). § Digital Natives are gaming differently (multiplayer, online mode). § Digital Natives are learning differently (exploring in-depth what interests them). Implementing Social Media in the Language Classroom 115 § Digital Natives are searching differently (preferring raw information so that they can filter for themselves). § Digital Natives are analyzing differently (volunteering in screen saver projects like SETI). § Digital Natives are reporting differently (mobile blogging, digital photos). § Digital Natives are programming differently (using Open Source systems, programming using Flash). § Digital Natives are socializing, evolving and growing up differently. Social media are usually credited to have great educational potential. The characteristics which are promising for language learning are easy collaboration, possibility for working at a distance, and the fact that every user (even one without expert ICT knowledge and skills) can author and publish a text or a multimedia artefact on the Internet. However, the mere use of those tools in education does not automatically mean that students will willingly collaborate or co-author and publish online. In finding the right ways to motivate students, it might be helpful to look at language learners motivations that lie behind their willingness to use social media in their out-of-school life. As was evidenced in a recent study [11], learners are willing to contribute to social media when § their unique and well-defined interests take them to the online space, § they look for other people with similar interests, § they want to share with a bigger audience the artefacts that they produced as part of their hobby, § they need the Internet to keep in touch with family and friends, § they want to and need to be in touch with their schoolmates to help one another with their homework tasks. 4. Implementing social media in the language classroom The most commonly known tools which are built in the Web 2.0 paradigm are wiki sites (Wikipedia or Wiktionary), blogs, videoblogs, social networking sites (Facebook, Linkedin, Nasza-Klasa). Others include tools for collaborative story writing and online publishing (Storybird), platforms for the exchange of photos and videos (Flickr); tools with which one can collaboratively write multimedia presentations (Prezi), tools for storing and sharing online resources (Diigo). Three of the tools will be discussed below. Storybird allows for online story writing. The tool is free and can be used online. When writing a story one is presented with a series of pages, which s/he fills in with text and illustrations. The author first picks an illustration, drags it onto the page and then fills in the remaining space with own text. The procedure is repeated with every page. To help authors choose illustrations, the latter are grouped by themes, key words or graphic designers. All illustrations available 116 Jarosław Krajka, Sylvia Maciaszczyk in the Storybird database are in fact the work of professional illustrators who donate their work as part of their promotional activities. Undoubtedly, the fact that one can write text to professional illustrations holds great motivational power for Internet users and language learners. Storybird allows for several task types. For example, a teacher can set up a classroom space for his/her students, within which s/he can send messages and assignment instructions collectively to all students. Storybird stories can be written individually, in pairs or in groups cooperating at a distance. Since Storybird has been designed to a large extent for young learners, it has appropriate security settings: the author can decide whether his/her stories can be viewed by all Internet users or only by invited guests. Certainly the latter option is especially useful when authors are young children who may easily fall prey to Internet bullies. Rather than being an online tool only, Flickr is a database which stores very big numbers of pictures, photos and videos. The usefulness of Flickr for education comes from its two features. Firstly, teachers and students can choose from among millions of pictures. A great advantage is that most pictures on Flickr are stored there in several sizes, which means that one can choose a size to suit all kinds of purposes: writing in a Word document, creating an online presentation or designing a big poster. Secondly, when using Flickr one is not necessarily limited by very strict copyright laws, as many contributors to Flickr database contribute their work under Creative Commons licenses which grant much more freedom than the usual “all rights reserved”. Another tool, Prezi, allows for collaborative authoring of multimedia presentations. In writing the presentations, authors can get connected online to see and work on the same content synchronously, i.e., at the same time or asynchronously, i.e., at different times. The presentations can include text, pictures (taken from Flickr, for example), videos (uploaded from You Tube). The traditional division of a presentation into slides does not exist in Prezi presentations. Instead, the whole presentation is created on one limitless page which grows as more content is added. Viewers of such a presentation are guided to focus on consecutive parts of the same page (rather than between separate slides), thanks to which they never lose sight of the presentation as a whole. This helps to understand the relation of details to the whole and facilitates remembering the content. Alongside building students’ motivation to create online, there are other criteria which can facilitate or hinder effective social media integration in learning and teaching. Such criteria have been identified in a recent forum discussion conducted as part of activities within the European network Social Media and Language learning: 6 Key Dialogues [11]. Participants in the discussion suggested that the first necessary step towards effective use of social media in schools is, unsurprisingly, access to computers and the Internet at school Implementing Social Media in the Language Classroom 117 and at home. Although the situation in that respect is constantly improving, there are still schools where computers are only available in computer labs dedicated to IT classes and are not available for language teachers. The second criterion which is a barrier to effective use of social media in schools is learners’ behavior. Teachers often note that students using the Internet in class can easily wander off to online activities that are not part of their classroom task. The teacher then has a very unpleasant role of getting students back on track. In such a case, time pressure is very much visible, as the traditional 45-minute lesson time is very often not enough for students who will multitask once put online. The third criterion is the teacher’s attitude to technologies. The right attitude encompasses teachers’ openness to technologies, the belief that s/he can learn to use new technologies, his/her willingness to learn and also to want to collaborate with other teachers in the learning process. The fourth criterion is the teacher’s preparation to work with the Internet. That preparation covers both preparing individual classes and learning about what online technologies the particular group of students already know and use (so that the teacher does not invest time in tools and websites that are considered boring or unfashionable). 5. Conclusion With social media used by more than a half of Polish Internet users, and much more than the EU 27 average [12], it is inevitable that Polish educators need to seek ways to use the powerful influence of Web 2.0 to enhance foreign language instruction. As the two quotes from learner interviews below show [11], social media implementation will only be effective if learners develop intrinsic motivation to use social networking tools, be it in Polish or in English. (...) When something intrigues me, interests me or I dislike something very much, then I post comments. (PL-19-ED-19) I use social media a lot, especially in my studies. We (the students from my group) have created a wiki where we store useful materials, links to important articles and other things we want to share. In this way we help one another to learn better. (PL-01-AC-28) (pp. 32-33) References [1] Thompson, J. (2007). Is Education 1.0 ready for Web 2.0 students? Innovate 3 (4). Retrieved October 2, 2011, from http://www. innovateonline.info/index.php?view=article&id=393. 118 Jarosław Krajka, Sylvia Maciaszczyk [2] Aharony, N. (2008). Web 2.0 in U.S. LIS schools: are they missing the boat? Ariadne, 54, January 2008. Retrieved October 2, 2011, from http://www.ariadne.ac.uk/issue54/aharony/. [3] O’Reilly, T. (2005). Web 2.0: Compact definition? [Weblog entry, October 1.] Retrieved October 2, 2011, from O’Reilly Radar, http://radar.oreilly. com/archives/2005/10/web_20_compact_definition.html. [4] O’Reilly, T. (2006). Web 2.0 compact definition: trying again. Retrieved October 2, 2011, from http://radar.oreilly.com/archives/2006/12/ web_20_compact.html. [5] Kesim, E., & Agaoglu, E., (2007). A paradigm shift in distance education: Web 2.0 and social software. Turkish Online Journal of Distance Education – TOJDE, 8 (3), 66-75. [6] Molina, P.G. (2006). Pioneering new territory and technologies. EDUCAUSE Review, 41 (5), 112-35. [7] Prensky, M. (2001). Digital natives, digital immigrants. On the Horizon, 9 (5), October 2001. Retrieved October 2, 2011, from http://www. marcprensky.com/writing/Prensky%20-%20Digital%20Natives,%20 Digital%20Immigrants%20-%20Part1.pdf [8] Barnes, K., Marateo, R., & Ferris, S. (2007). Teaching and learning with the net generation. Innovate, 3 (4). Retrieved October 2, 2011, from http://www.innovateonline.info/index.php?view=article&id=382. [9] Bonamici, A., Hutto, D., Smith, D., & Ward, J. (2005). The “Net Generation”: Implications for libraries and higher education. Retrieved October 2, 2011, from http://www.orbiscascade.org/council/c0510/Frye. ppt. [10] Prensky, M. (2004). The emerging online life of the digital native. Retrieved October 2, 2011, from http://www.marcprensky.com/writing/ Prensky-The_Emerging_Online_Life_of_the_Digital_Native-03.pdf. [11] Krajka, J., Kurek, M., Maciaszczyk, S., Savlovska, D., Vlad, M., & Zourou, K. (2010). Social Media and Language Learning: Beliefs, Attitudes and Uses in Latvia, Poland and Romania. Luxembourg: University of Luxembourg/European Commission. Study operated by the network “Language learning and social media: 6 key dialogues”. Also available at http://www.elearningeuropa.info/en/directory/Social-media-andlanguage-learning%3A-beliefs,-attitudes-and-uses-in-Latvia,-Polandand-Romania. [12] Eurobarometer Flash 241. 2008. Information society as seen by EU citizens. Brussels: TNS Opinion & Social/European Commission. 119 L10N in Poland - Open Source as a Solution for Computer Game Translation Training Erik-Jan Kuipers UNESCO Chair for Translation Studies and Intercultural Communication Jagiellonian University, Krakow /Poland [email protected] Abstract In spite of the global crisis, computer games are a booming business on the Polish market and the entertainment software industry, mostly from abroad, requires an enormous amount of linguistic expertise not only to help sell their products more effectively, but also to establish their brands on the Polish market for the years to come. The majority of professional translators in the game localization industry have had to learn these new skills in their jobs, because there were no training possibilities in Polish institutions of higher education. In this paper, I will try to determine the main stumbling blocks in the implementation of computer game translation training in centres of higher education. I will also plea for systematic teaching of these new skills and offer different modi operandi of its incorporation in translation departments’ curricula on the basis of Open Source applications. Introduction In the computer game localisation industry translators perform a very important role in the localisation process. The Polish computer game market depends fully on mostly well-localised computer games and the potential clients – the gamers – are a very demanding group of customers, not very willing to spend their money on ill-localised games. The game localisation industry very well knows that gamers expect the localised game to be exactly as good as the original version. In other words: the gameplay experience cannot differ from the original one. Translators working in this line of business must have basic knowledge about the genres, the main structure and elements the different kinds of games are made of. They should have some game experience as to be able to know what the term gameplay is about. As translators they should be familiar with the register, specific terminology and the translation of comical scenes and wordplay. Computer games are often based on literature, films or comics, so here intertextuality plays an important role. And last but not least, they should be able to work under time pressure, because in the entire process from the idea of a game to selling the game on global markets which takes approximately 3 years [1], the localisation process is roughly indicated to take only 3 months and sometimes less. 120 Erik-Jan Kuipers And to make the translators life even more complicated: due to copyright issues computer games are mostly localised in-house and a very seldom rendered by freelance translators, but in both cases the lack of context (the translator gets a minimum of information about the gameplay) and of co-text (sometimes sentences or text fragments are isolated from earlier and/or later statements in the in-game text). There is a lot of guessing to do in translating for the localisation industry. The importance of the translator’s role isn’t of any influence on their payment and or the client’s gratefulness for their achievements. In most cases localisation is regarded as something which has to be done, because not everyone has a good command of English. In this case the localisation was forced upon the game industry, because – for instance in Poland – non-localised computer games just don’t sell. Due to a rise in sale figures localisation is tolerated, but is always seen as a side-effect not as a main part in the entire process [2]. Stumbling blocks in computer game translation training In the same way institutions of higher education all over the world seem to ignore the existence of this specific professional field within the translation industry. In Europe the institutions of higher education, where one can get acquainted with this kind of translation is very limited. In Poland since 2008 only the UNESCO Chair for Translation Studies and Intercultural Communication in Krakow offers a 60 hours course on the topic of computer game localisation. But apart from the scarce practical training in this field the scientific study of this phenomenon is still in its infancy. The lack of scientific interest comes mainly from the fact that within translation studies not many people are involved in this kind of translation. Even when translators work in academia within the field of translation studies, they aren’t very familiar with computer game localisation. A computer game localiser is rather an in-house translator and bound to severe rules and contracts as not to reveal anything about his or her work in public. And even freelance translators live by the same restrictions. So it is obvious, that only very few people have real inside knowledge and are able to give students some idea of this line of work. Besides from this lack of knowledge and the impossibility of revealing all details of working in the computer game localisation industry, there are many other stumbling stones one has to overcome, before being able to transfer the minimum of knowledge to train the skills necessary in localizing computer games. There are mainly four kinds of obstacles to tackle: technical, legal, linguistic and cultural hurdles have to be taken. The technical part concerns not only the appropriate hard- and software, but mainly the knowledge of implementing these in the right way as to simulate as good as possible the future situation of a computer game localiser. The legal issue is a more difficult one: most games are under copyright law and L10N in Poland – Open Source as a Solution for Computer Game Translation... 121 even if this were not the case most computer games producers and ventures are unwilling to train students or cooperate with academia, because they mostly don’t see, what interest they might have in training localisers outside their company. Linguistic hurdles are the least difficult to handle, but may cause problems for students in choosing the right strategies in translating sometimes ‘untranslatable’ parts of texts. And closely connected to this is the cultural issue – the foreignness of the other culture(s) may cause troubles in finding equivalent terms to express the same (or almost the same) thing in the other language. And of course one should bear in mind, that unlike other kinds of translation the texts in computer games are mostly as well written and spoken, what demands for other translation techniques. Certain accents in the original game (an English, Scottish, Irish, French, American accent) demand a lot of invention from a Polish translator as to find appropriate solutions in the Polish version of that specific game. Other stumbling stones are more specifically connected with the situation in Polish academia. University lecturers have their standard didactical duties within the curriculum of their studies. Next to that there are lots of administrative duties consuming more time than necessary, because university budgets are tight and the amount of staff rather limited. And of course university staff has to specialize in some kind of field, because of the research they often are supposed to conduct. All this is not in favour of a brand new specialization like computer game localisation. In short: there is a lack of time to specialize in this field and there are no financial incentives to do so. Fortunately the necessary hardware (PC) is getting cheaper, but unfortunately the software isn’t. And there is a tendency to produce special software working only on the newest kind of hardware. Or better: new versions of software work only on new versions of hardware and vice versa. In regard to this situation the hard- and software bought today is already out of date. Training translators for the game localisation industry means teaching them the basics and the transfer of basis knowledge and skills to survive in professional surroundings. Legal issues A first and logical step for a translator trainer with some experience in computer game localisation would be to contact local game producers and vendors asking them for support, because it is obviously also in their interest to have well trained translators without having to cover the cost of training them in-house. Mostly these attempts do not succeed, because without connections within such organizations it is quite difficult getting through to those people, who might be interested in this kind of cooperation. Another option is making use of hacked or reverse-engineered games, but although it sounds interesting and it would offer the possibility to work with the newest games of all possible platforms, it is illegal and not executable in 122 Erik-Jan Kuipers academia (or elsewhere). The last and best option are open source games, which are not yet localised. And there is another problem. Although open source games are mostly freeware localisations into Polish are very often rendered by volunteers – mostly not translators but mainly gamers with no special translation skills. Once the first localisation process into Polish (or into any other language) is finished the game creators are satisfied until a next updated version of the game needs to be localised. In those cases university lecturers have the disadvantage of not being able to respond immediately to these demands, because they need to prepare their materials in advance and cannot plan to localise an open source game ad hoc. But sometimes a little luck is needed to find out that slow and steady can also win the race. In our case the producer of the freeware flash game “Nick Bounty 2 – The Goat in the Grey Fedora” responded after a period of 3 months to our request and gave us the permission to localise his game and website into Polish [3]. (Fig.1. Original website of Pinhead Games) Technical issues After completing this first step and having leaped the legal hurdle, there were still three obstacles to remove. The next issue concerned the technical part of our academic localisation project. Flash games are a specific kind of software, which require special software to decompile the source files in order to localise them and to recompile them afterwards. Little mistakes during the decompiling and recompiling process may cause damage to source code of the flash game, which could make it impossible to play it in the localised version. Here inevitably the translator trainer has to get acquainted with the basics (and not only) of programming games in flash. And has of course to invest time and money in flash decompiler and recompiler software. L10N in Poland – Open Source as a Solution for Computer Game Translation... 123 Depending on the kind of localisation project different additional technical skills have to be attained. To name just a few kinds of translation types: subtitling, dubbing and the localisation of websites, which forces translator trainers to skill themselves in using subtitling, voice-recording software or even to learn how to work with source codes of HTML- and PHP-based websites at the least [4]. What other technical issues are at stake? In the computer game localisation industry games are localised in teams, where every team member has a clear task to fulfil within the objective of the localisation process. This kind of team work is something which is rather unusual in an academic setting, but is crucial for working on this kind of project. The team needs to be in touch also outside the translation classroom, which makes it necessary to create a learning environment with a 24/7 accessibility. Nowadays e-learning or mostly blended learning is common sense, but often reduced to a platform for distance homework-preparation and/or doing tests of some kind. In a localisation project simulating a real localisation process there is a need for more interaction between the team members including the translator trainer as the initiator of the localisation project [5]. Our regular academic e-learning platform on the basis of Moodle didn’t allow us to use all the necessary possibilities which nowadays e-learning has to offer. For this reason a special e-learning platform administered by the translator trainer himself was implemented to be able to interact more like team members in a real life localisation project. In other words the workflow within a regular localisation process could be maintained by having full control over the e-learning platform with the possibility to send direct messages to team members and even to chat with them when necessary[6]. (Fig. 2. E-learning platform Claroline) Didactical issues Another technical or rather didactical problem is the fact that students have to be assessed. During and after finishing the localisation project students normally have to be graded and/or awarded for their work within the project. 124 Erik-Jan Kuipers They also need to receive feedback on their progress in reaching certain goals as foreseen in the curriculum. In a real life localisation project no one is interested in the way a team member renders a translation as long as it lives up to the quality standards set out by the localisation manager of the project. In an academic setting these quality standards also have to be met, but firstly they have to be determined and defined as for students to understand what they mean and what they are for. Secondly students are still learning how to translate and are developing these skills by practicing. This leads to the conclusion that an academic localisation project has to take into account that the time spent on the project should be balanced with the time spent on explaining and discussing translation strategies and translation problems during the project. From our experience at least 1/3 of the time is used for instruction and explanation and 2/3 of the time can be actually spent on the localisation project itself. Localisation process issues Depending on the time available one can decide for one of the three possible modi operandi as practiced in real life localisation projects: minimal localisation, partial localisation and full localisation [7]. The minimal localisation option is concerned with translation the box and the docs, i.e. the cover box of the game and all the documentation about the game like the game manual and the game guide. This option is least satisfactory for students, because they actually do not have the feeling of working on the game, rather dealing with side issues. The partial localisation is more demanding and more rewarding. Students actually change the in game text and transfer the game from one culture into their native one, i.e. they localise the game to an important extent. Most games in Poland are localised this way, which give students the feeling like working in a real life environment striving for the same results as professional translators in the game localisation industry. Full localisation gives an extra dimension to the localisation project, because only the most successful computer games are fully localised, i.e. have dubbing and where necessary voice-over comments. Localising Nick Bounty - The Goat with the Grey Fedora In our localisation project the students as team member could decide in what way the flash game should be localised. They unanimously decided to try a full localisation project, which meant a lot of extra work involved for the translator trainer in preparing: § - a cover box and a CD label for the flash game; § - a game manual; L10N in Poland – Open Source as a Solution for Computer Game Translation... 125 § - the decompilation of the flash game and extracting the in game text; § - the extraction of the dubbing and voice-over text from cut-scenes; § - the extraction of the audio files; § - a cms-based multilingual website; § - the decompilation of the trailer and extracting the dubbing and voice-over text; § - the decompilation of the trailer and extracting the audio files. (Fig.3. Cover box of the Polish version of Nick Bounty – The Goat in the Grey Fedora) Translatable Assets The translation of cover texts, in-game texts, voice-over and dubbing for cut-scenes, manuals and guides requires different translation strategies, 126 Erik-Jan Kuipers because these texts belong to different genres: literature, instructions, technical texts, subtitles, dubbing texts etc. All these texts ask for different approaches and students have to be made aware of the differences as to adopt the most appropriate translation strategy[8]. Translation Quality Assessment The translation quality stands or falls with the quality of the work of every individual team member. This is the reason why team work, peer reviewing and the final review by the project manager – mostly the translator trainer – are basic elements of every localisation project. Every team member has to translate, review others and test the game as a whole in different stages of the project. Due to the limited time of the project (15 weeks) and the vast amount of work that has to be done good coordination is crucial to meet the deadline. The testing is done by writing so-called bug reports, i.e. translations that for some reason have to be revised. Most of the terminology (names, places, events) were put together in a project glossary to prevent the usage of different translations in different parts of the game. The project glossary was used as a reference guide in the CAT-tools the students used to translate their part of the text of the in-game, the website and the manual. After the 2nd revision of the entire in-game text most mistakes were corrected. The website and the manual occurred to be less difficult to translate, i.e. only one review was necessary. Mostly the mistakes were connected with a wrong interpretation of the cultural context in which the events took place (there is a part in the game where the end of the movie “Casablanca” is cited literally, so the translator has to find the Polish version of this text or he/she at least has to know what the movie is about). And a major difficulty in the ingame text was the humour – mostly puns and other kind of wordplay, but the students did not make many mistakes here, it just forced them to use their imagination to find (or create) good Polish equivalents. Conclusion This project is at the time of writing still in progress. Until the end of 2011 all the in-game texts have to be finished and sent via the e-learning platform. The website is already localised, but not yet updated [9]. The manual is finished and the only part missing are the voice-recordings, which are going to take more time than expected due to technical difficulties. All in all the game will be made available as freeware (online and offline) in March 2012. L10N in Poland – Open Source as a Solution for Computer Game Translation... 127 (Fig.4. The bilingual website of the localisation project in progress) Working in real-time forces students to plan their activities within the given period of time. It is this kind of pressure that they have to put up with being a translator in the localisation industry. The teamwork has proven to be very successful, although the project has not yet been completed and evaluated. And what is maybe of equal importance: the students did (and do) not only learn a lot of practical skills based on their former rather theoretical training, but they enjoyed every stage of the process. Unlike other translation classes in this case their work is visible for anyone to see. Every member of the team is going to be mentioned on the website, in the game and in the manual. These separate parts of the localisation project are noted down in a so-called translation portfolio, which serves to assess them individually, but also helps them to document their achievements in translation with regard to future employers and/or clients. I am convinced that computer game translator training is profitable not only for future translators, translator training - by offering a new and attractive area of specialisation – or translation studies - contributing to a better understanding of the complexity of language transfer in the localisation process [10] - but also the computer game industry. References [1] Chandler, H. (2005). The Game Localisation Handbook. Hingham, Massachusetts: Charles River Media, p. 63-65. [2] Kuipers, E-J. (2010). Lokalizacja gier komputerowych – czyżby 128 Erik-Jan Kuipers dziecinnie proste? Nowe perspektywy w szkoleniu tłumaczy pisemnych [Computer Game Localization – Child’s Play? New perspectives on Translator Training]. Homo Ludens. Czasopismo ludologiczne Polskiego Towarzystwa Badania Gier Numer 1(2)/2010. Wydawnictwo UAM, Poznań 2010, p. 77 - 86. Online: http://www. http://ptbg.org.pl/ HomoLudens/vol/2/. Date: 1 December 2011. [3] http://www.otterarchives.com/bounty2/index.html [4] Dietz, F. (2006). Issues in Localizing Computer Games. W: K.J. Dunne (red.), Perspectives on Localisation. Amsterdam/Philadelphia: John Benjamins, p. 121-134. [5] Kiraly, D. (2005). Project-Based Learning: A Case for Situated Translation. Meta: journal des traducteurs/Meta: Translators’ Journal, 50(4), 1098-1111. Online: http://www.erudit.org/revue/ meta/2005/v50/ n4/012063ar.pdf. Date: 15 December 2011. [6] http://www.claroline.net [7] Bernal-Merino, M. (2006). On the Translation of Video Games. The Journal of Specialised Translation, 6, p. 22-36. Online: http://www. jostrans.org/issue06/art_bernal.php. Date: 10 December 2011. [8] Mangiron, C., O’Hagan, M. (2006). Game Localisation: unleashing imagination with ‘restricted’ translation. The Journal of Specialised Translation, 6, 10-21. Online: <http://www.jostrans.org/ issue06/art_ ohagan.php>. Date: 15 December 2011. [9] http://www.unesco.uj.edu.pl/game [10] O’Hagan, M. (2007). Video games as a new domain for translation research: From translating text to translating experience. Revista Tradumŕtica, 5. Online: http://www.fti.uab.es/ tradumatica/revista/num5/ articles/09/09art.htm. Date: 13 December 2011. 129 Internet Platforms in EFL Teaching Paweł D. Madej Warsaw University, Warsaw/Poland [email protected] Abstract The use of the Internet in education is a requirement of civilization. However, it seems that after the enthusiasm of the e-learning it is time to reflect on the real possibilities of applications of the Internet in the teaching process. Solutions on how to use online tools may vary, but should be subordinated to the achievement of learning objectives and ensuring the quality of teaching over the Internet. The process of learning and teaching a foreign language Learning a foreign language is multi-faceted and multi-dimensional phenomenon. Ways to conceptualize reflect the views of the dominant historical periods in the data derived fields such as linguistics, psychology, pedagogy. Thanks to the progress that has been made in these areas in the twentieth century, as well as by the constitution of an independent scientific discipline dealing with the processes of learning and teaching foreign language, or language teaching, it became possible to obtain a more rational perception of the complex phenomena of language learning. The current way of looking at learning a foreign language stems from the understanding of the functioning of human communication in the environment in the context of the group and society. Such a personal perspective of linguistic communication presupposes that the language in its essence is non-transferable. It is transferable only to the products of communication activities. More and better understanding of the correctness of the learning process, including the process of learning a foreign language, led to a weakening relationship between the language and the learning process, assigning the latter a more limited role and directing research interests to the learner, and not, as it was before, to the teacher. Knowledge becomes a reasonable award of two different processes – teaching and learning. Teaching is associated with the activity of the teacher. It does not cause learning directly, because the teacher does not have such power over the “mental environment” of a student to produce the desired learning processes. Student can only be offered specific tasks, which are 130 Paweł D. Madej assumed to improve their communication skills in general, especially in the target language community. While learning is associated with the activity of the student, who himself must make an effort to understand the information, the restructuring of knowledge and experience is a a problem associated with cognitive performance of a specific job. In this context, the learning process can be seen as a jobled self-education, which aims to prepare students for independence in the acquisition of communication skills - both during and after completion of study in an organized form. Internet in the process of foreign language learning and teaching The Internet is not just another sign of progress but also the “invention”, which has realized a new, hitherto unknown dimension of interpersonal communication. Internet firms the realization of human communication activities in relation to the number of participants, time and place of its execution and the ability to use various online channels of communication offering new ways to transmit video, audio or text. Treating the Internet as a site for human communication activities can present it as a communication environment of human functioning. For the successful operation of man in this expanded space efficient communication is to master computer skills, use of utilities, as well as implementation of the knowledge forms of communication through various channels on the Internet. The channels are as follows: § Technology literacy – the ability to use new media, primarily the Internet, in order to have efficient access to information and possible transmission; § Information literacy – the ability for acquiring, organizing, selecting and evaluating relevant information and forming opinions based on them; § creating messages in the media – an increasing number of people around the world produces and transmits content to many customers; § social competence and responsibility – particularly important in communicating online and for young audiences. Online Learning Platform Nowadays, information technologies allow the creation of content management systems and educational processes. In this context, terms such as: virtual learning environment (virtual learning environment, VLE), environment, learning process management (managed learning environment, MLE), the educational processes management system (learning management system, Internet Platforms in EFL Teaching 131 LMC), the educational content management system (learning content management system LCMS) appear in the literature. Internet platform is a computer system with specific properties, integrating the available communication channels in computer networks, as well as offering other tools, for example, search engines for exploration of network resources, etc. A particular type of an educational platform can be used to support teaching with the Internet. Educational platform (LMS / VLE) is an infrastructure system-tool, intended for the work in the electronic environment. Class System LMS / VLE is primarily used to manage students (creating groups, adding to teachers’ groups, etc.) and courses (information about available courses, conditions, provisions, methods of marking etc.) and to collect data on student progress. However LCMS - is used to prepare course materials, deliver them to customers and record the activity of students in the digital environment (eg how they move around the course materials, time spent on each task, test results, etc.). Educational platforms are characterized by fairly similar base functions, therefore, the fundamental question when choosing a system is the extent to which it corresponds to the current and future needs of users and how can it be used in the learning process and (or) foreign language teaching. The use of educational platforms in the process of foreign language learning and teaching The use of educational platforms in the process of foreign language learning and teaching is now a challenge for teaching, as it causes a lot of problems for which no solutions have been found so far. At this point it is worth paying attention to two issues: first - in most cases, the platforms are being developed without the support of foreign language educators, second, the plan design reflects the traditional way of thinking about learning the language. Meanwhile, the fundamental issues that need rethinking before starting work on the platform, are strictly didactic and technical issues, such as: the organization of teaching process, teacherstudent communication, educational materials, skills of teachers and students in the use of new technologies. Organization of educational process In order to use online educational platforms effectively in the process of foreign language learning and teaching , it is necessary to decide on the volume and quality of educational materials and tasks that can beperformed on the platform, and those which should be implemented stationary. Educational platforms and various tools available within this framework identify many features. When planning the educational process one must 132 Paweł D. Madej be aware of the benefits arising from their use, but also recognize their shortcomings. The circumstances, in which educational platforms are introduced in the teaching process, may in fact be very diverse, depending on the number and quality of the tools used and the accepted model. Today you will find that institutions offering online courses or studies in Poland usually do not provide students with information about the ways to organize the teaching process, materials used, online communication channels and the associated technical requirements (hardware and software), etc. before enrolling to the course. The lack of such information may significantly affect resignation of participants from courses that may not meet their expectations and needs. Teacher-student communication Using a computer to execute language communication in the digital environment inherently imposes certain restrictions on the frequency and quality. In most cases, communication in the digital environment is done with the text, as opposed to the methods of interpersonal communication in the real environment and society. Also, the types of human activity in the digital environment are closely linked with the capabilities of currently available information technology. In the implementation of online teaching the process of student - teacher communication is realized via asynchronous communication tools (e-mail, discussion forum) or synchronous ones (text - chat, Voice - Voice over Internet Protocol). Due to the fact that participation in synchronous communication requires simultaneous access to computers for both the teacher and the student, the asynchronous communication is used more often, which entails certain psychological consequences for the participants. Implementing an asynchronous communication method has its advantages and disadvantages. On the one hand, it gives the students an opportunity to think about and prepare its response, which is undoubtedly beneficial in the case of learning a foreign language. On the other hand - waiting too long for a response from the teacher can raise student’s frustration, loneliness and discouragement. But it is very absorbing occupation for the teacher to respond to students’ e-mails received around the clock,. Skills of teachers and students in the use of new technologies While getting started with internet platform it should be taken into account that students’ skills in handling hardware and software can often exceed the skills of teachers. On the other hand, the technical skills of students are often not sufficient for successful learning through the Internet, because Internet Platforms in EFL Teaching 133 many important skills that appear to be necessary for learning in the difficult conditions of communication, such as independence, ability to plan own work and time and regularity are often insufficient. Therefore, it is necessary to properly prepare students and teachers to work in new conditions and to conduct educational and technical training in teaching and learning via the Internet. Summary Widespread use of the Internet necessitates reflection on the transformation of the teaching process and the role of information technology in this process. Particular attention should be paid to the relationship between the Internet (and its resources) and educational platform as part of a separate and limited Internet environment (and educational materials located on the platform). The reason to use educational platforms is not only the previously known environmental restoration of the traditional class known in the electronic space, but also to provide learners with new communication channels and use them to support the learning process and group work. It seems that in the future design and use of online learning platforms will include individual information needs of individual learners. It will also have to include ways of acquiring information from various sources. References [1] Gajek, E. 2002. „Komputery w nauczaniu języków obcych”. Wydawnictwo Naukowe PWN [2] Kurek, M. 2004. „Webquests – projekty internetowe na lekcjach języka angielskiego”. Języki Obce w Szkole 2/2004: 72-76 [3] Rozporządzenie Ministra Edukacji Narodowej i Sportu z dnia 26 lutego 2002 r. w sprawie podstawy programowej wychowania przedszkolnego oraz kształcenia ogólnego w poszczególnych typach szkół (Dz. U. z 2002 r. Nr 51, poz. 458) 134 The Use of ICT Tools in Teaching Foreign Languages Paweł D. Madej Warsaw University, Warsaw/Poland [email protected] Abstract The education system sets itself as one of the purposes preparing students for life in the modern world. Education must therefore adapt to changing conditions – it can not operate in isolation from reality, so also can not operate without modern technology. Dissemination of information and telecommunication technologies, in short ICT, stands for Information and Communication Technology; it changes the way people communicate with each other, acquire information, they spend their free time, as well as gain knowledge. Computers, MP3 players, DVD, radio, television and the Internet used to transfer various types of information including text, graphics, audio or video can greatly assist students at every level of education. The use of these devices and technology in schools is changing the learning process. The intelligent use of ICT allows you to change the current concept of school teaching, and thus change itsquality. Nowadays it is an inevitable process. This publication outlines the possibilities and advantages of the Internet as a technology assisting traditional teaching. Its purpose is to provide an overwiev of tools and effects of ICT use in schools and yet still very popular in Poland, teaching methods, such as ”blended learning”, which is a mix of modern tools and traditional teaching methods. The formation of modern communication technologies, rapidly increasing layers of information stored on computer servers, increasing the technical capacity of its processing and use, make an ever greater impact on society. At the moment it is difficult to imagine a sphere of life without access to computer networks. The dynamic development of ICT undoubtedly contributed to the development of knowledge-based society whose primary feature is the permanent education (LLL - called Life-Long Learning). Since the computer is used specifically Education took on meaning and became more efficient. The first use of computers in education took place in the U.S. at the turn of the 50s and 60. Their dissemination in schools was in the 70s and 80s. At that time in the U.S. already 96% were in computer assisted instruction (CAI Computer Assisted Instruction in English). However, the rest of the world remained in the field far behind the United States. The Open University of the United Kingdom is the first institution (founded in 1969), whose activity was entirely devoted to teaching at a distance, based on the active use of materials The Use of ICT Tools in Teaching Foreign Languages 135 from the Internet, radio and television. The first attempt to use a computer for educational purposes in Poland was undertaken in 1966, and later proceeded in stages, over the years gaining more and more widespread use. In Poland, first, a few computers connected to the Internet were launched in 1991 (Warsaw-Copenhagen). Their number increased until 1995, initially only at universities. The obstacle to wider deployment of technical infrastructure were Poles, unadapted to use the latest technology. With time the lifestyle has been gradually modernized, allowing the introduction of new solutions. It increasingly gained in popularity. Promoting the use of computers with Internet access in education has become undoubtedly the cause of many projects initiated nationwide - Internet for schools, Interkl @ sa, Internet in schools, etc., thanks to propagating the use of the Internet as a tool for learning. The last years of the twentieth century are the beginning of a new trend in education using computers and the Internet, which is e-learning. It allowed the dissemination of distance education - studying, learning foreign languages, participation in courses, or learning at school gained another dimension, many barriers have disappeared. In most European countries ICT is gaining wider popularity. In many countries, ICT is self-taught. Teaching methods - ICT tools used in teaching In the twenty-first century a “digital” generation grows up, for whom new technology is a natural thing, because they are in contact with it since the first years of their life. This generation is difficult to reach without using any, multimedia tools, which are natural for them. Considering that customized forms and methods of teaching that the student uses in everyday life (computers, Internet) are widely available, the teacher should be the inspiration for the student, an academic advisor and a guide to available online information structures. ICT - Information and Communication Technology is based on the use of so-called Blended learning. The use of ICT lessons and tools is related to the active inclusion of wider information and communication technology into the teaching process. An example might be the language classes, offering traditional language teaching methods supplemented by distance learning (eg e-learning, m-learning, blended learning), which contains a variety of teaching methods, enabling to practice all language skills based on different exercises and tasks that undoubtedly prejudice substantially the effective teaching and learning of a foreign language, as well as its quality and attractiveness. One possibility is to vary the use of language classes to learn from foreign language interactive computer games, so the introduction of elements of learning through fun takes place. Below there are a few tools worth using in the classroom. Blended learning Blended learning is a modern and flexible technique for teaching and learning. It is based on combining and mixing of two or more simultaneously educational strategies, such as e-learning and direct instruction. This use of 136 Paweł D. Madej modern methods of learning, i.e. multi-media work program, mostly online and with the support of traditional teacher. Computer technology stimulates and gives it momentum, the teacher leads the way, is a motivator and continues to monitor progress. But the whole process could take place without the participation of the teacher-examiner. Especially in those situations where e-learning methods do not fit the educational goals. Blended learning is a mix of teaching methodologies. It uses several channels simultaneously, depending on the needs of students. Podcasts Podcast (podcasting) is a form of web publishing of multimedia content - audio, or film, usually in the form of regular segments, which can be automatically subscribed using RSS (the latest “episodes” can be downloaded automatically). There are many sites with podcasts to download. Podcasts are often created by radio broadcasters (eg www.bbc.co.uk), television, portals dedicated to specific topics. We also can create our own podcasts. We can record them with Audacity (a useful, free program for creating podcasts) and then use in the classroom. Podcasts can be played on any computer or MP3 player, so they do not have too high hardware requirements. They are an invaluable tool both for language courses (recorded in the original language) and non-linguistic ones. Screencasts If we wish to present the act or process of looking at something with individual steps, we reach for a tool called screencast. A screencast is nothing but a movie that records the events presented on a computer screen - an image seen by the computer user. The film with a commentary of the person who performs these activities, functions or instructional presentation - is a kind of instructional video. It is a more modern version of the screenshots and allows for a simple explanation of complex tasks. This is a practical tool to use such information in class (illustrating the operation of the program). Screencasts are typically published in SWF (Macromedia Flash), AVI or QuickTime format. Vodcasts Vodcast (Video-On-Demand broadcast) is a technology transfer in the form of video files available on the Internet and cataloged in RSS technology. Vodcasts are a form of Internet TV, podcasts are similar to the type of radio broadcast and services provided by the stretches. Due to the small difference in the technical issues, vodcasts are sometimes considered a type of podcast. Very often vodcasts are used by portals, including educational and media portals. Other names of vodcast tools are met: Videocast, vidcast, vcast. The Use of ICT Tools in Teaching Foreign Languages 137 VLE (Virtual Learning Environment) and e-learning The Internet is used in education in different ways: it can be the “only” source of information (and a tool to search for it), supporting traditional teaching, it can also be an intermediary between students and the teacher in the learning process (e-learning, where communication between the actors of teaching is realized only through the Internet. VLE (Virtual Learning Environment) is a training technique that uses all available electronic media, including the Internet, audio/video, interactive TV, multimedia and e-learning. It is a kind and attractive complement to traditional teaching methods. Learning through the use of e-learning platforms has many advantages. Unlimited access to the course content, the ability to return to a lot of material in any time convenient for the student, to choose the pace of learning, participants can use many electronic materials placed on the e-learning platform. The e-Menor or e-Coach controls the login process, the time devoted to learning and monitors progress. If necessary, their job is to remind the student of the lack of systematicity. You can consult, comment, rate the work. The student is able to communicate not only with the teacher, but also with other members of their group, or class. For communication he/she uses their own account on the e-learning platform, e-mail, Internet forums and chat. It is very important that e-learning platform can be a complement of classes – part of the work can take place over the Internet and be constantly monitored by the e-mentor. E-learning also creates an opportunity to use innovative teaching methods, such as interactive games. The most common tool for creating e-learning platform is Moodle. This is a package designed to create courses on the Internet, distributed for free as an “open source” software. This is a comprehensive tool for learning using the latest technology to communicate both the teacher-student and student-student, the non-verbal presentation of the material when using all the opportunities e-learning platform help to enrich their knowledge and gain new practical skills. The simultaneous use of several senses is particularly important toeffectiveness of learning via the Internet and e-learning platforms. The use of interactive on-line dictionaries Despite the convenience of paper books, electronic editions of books and dictionaries seem to be more pragmatic and what is very important today, much faster to use. There are many dictionaries on the market. More frequent use of electronic dictionaries allowes us for a quick word search, transcription, pronunciation - the possibility to listen to a word, numerous examples of the use of the word. There are other advantages as well. When using good and reputable on-line dictionaries, we can be confident that we will use the latest terminology. Attractive graphics of on-line dictionaries is also a strong asset. In interactive dictionaries we can also find plenty of links to other useful sites. 138 Paweł D. Madej Wikipedia Wikipedia is an international, multilingual, widely known and recognized free encyclopedia. Wikipedia is a very convenient source of knowledge. Wikipedia is linked to similar network projects, using wikitext, a special type of language. The first of these was a site devoted to attacks of September 11, 2001 in New York and Washington. In 2003 Wikiquote, Wikibooks and Wikisource were created. Then Wikispecies (base of living organisms), Wikinews (citizen journalism site), and Wikimedia Commons (directory of multimedia). The youngest sister project of Wikipedia is Wikiversity (since 2006). It collects materials for science, conducts its own educational projects. In this way, Wikipedia is transformed into a multidimensional repository of knowledge that not only provides the necessary data, but also helps to understand them. There are PBWikis, where anyone can create their own pbwiki of multimedia, using available “wikifarms”. Today we have many services that help to build a private Wiki. Interactive exercises and games on the Internet Edutainment - (entertainment-education - learning through fun) is the concept of knowledge transfer by electronic means with the simultaneous use of the elements of fun and entertainment. We have the following options of virtual learning: § Virtual Trips – an exercise based on visits to web sites to visit places and view objects in virtual reality. § Ask-an-expert – an exercise is based on gathering information from professionals and experts in the field. § Information Gap – an exercise based on searching for information needed to complete a task, text or audio exercises. Educational video game combines the fun of a game form with educational content, it is focused on clearly defined educational purposes, its use supports and facilitates the learning process. Games also provide an interactive solution for diverse tasks such as crossword puzzles, charades, riddles, puzzles, quiz, dominoes, etc. They increase the degree of concentration and attention of students, significantly contribute to sustaining interest in educational content, and improve the motivation of the learner. Blogs A blog (Weblog - Web diaries, memoirs) is a type of website on which the author places the dated entries, displayed in a sequence. However, not only individuals can lead their own blog. Using the blog, we can obtain a larger amount of information on the subject. Bloggers usually follow other blogs, link them and make contact with their authors, which starts blogging network The Use of ICT Tools in Teaching Foreign Languages 139 to function as a larger, connected whole, ie. blogosphere. In the case of blogs devoted to specific topics exchange of ideas between authors can contribute to a given field of knowledge. Popularity of blogs has led to the formation of different mutations of traditional blogs: photoblog, video blog, mobile blog (supplemented by portable devices and mobile phones PDAs), audioblog (acting as podcasting). WebQuests WebQuests use the Internet as a source of information and as a tool for learning based on purposeful and wise use of resources of the virtual world. It is a model of inquiry and exploration of knowledge based on the Internet. Students are asked to find the information on a specific topic themselves. Because students have to analyze the material in the specified range and draw conclusions, use of WebQuests in the classroom helps students to think of analysis, synthesis and evaluation. RSS If we have any favorite periodically updated thematic services, portals, podcasts from the field, we can seize the opportunity to be informed of any news interesting for us. RSS feeds are supplied in the form of headers and resemble e-mail – have a title, abbreviation, and a link that leads to full information on the website. There are special programs to read RSS feeds (the readers) that are similar to e-mail programs. There is no need to download all headers – you can download only the ones that you find interesting. Using RSS technology allows us to be “on the fly” with the chosen theme. Free Readers – eg RssReader, News Cafe, Cliper or strap. Interactive whiteboards As mentioned earlier, traditional ways are not as efficient and attractive to the audience – the youth of today, waiting for attractive tools. So let’s turn to new technologies and equipment that radically changed the importance of the concept of “school activities”. Touch-sensitive boards connected to a computer are a whole new dimension to teaching and the easiest way to interest students. Interactive presentations affect on the mind of the recipient more than plain text or video. The departure from the traditional way of teaching in favor of interactive education greatly increases efficiency, stimulates activity of a group and reduces distance between the teacher and class participants. And that’s regardless of age. Attractive graphics provides a dynamic environment. Educational portals on the Internet Educational portals include lessons on-line, knowledge tests, give the ability to ask questions to experts from different languages. 140 Paweł D. Madej http://www.interklasa.pl/ http://www.edu.com.pl/. Virtual training organizations Macmillan English Virtual Campus is a comprehensive system of education created by the publishing company Macmillan. Address: http://www.macmillanenglishcampus.com/ Summary Interactive education using ICT is a modern and effective form of education. It maximizes students’ engagement and activity, and gives them the opportunity to choose their own paths of knowledge and development, tailored to their abilities. References [1] Gajek, E. 2002. „Komputery w nauczaniu języków obcych”. Wydawnictwo Naukowe PWN [2] Kurek, M. 2004. „Webquests – projekty internetowe na lekcjach języka angielskiego”. Języki Obce w Szkole 2/2004: 72-76 [3] Rozporządzenie Ministra Edukacji Narodowej i Sportu z dnia 26 lutego 2002 r. w sprawie podstawy programowej wychowania przedszkolnego oraz kształcenia ogólnego w poszczególnych typach szkół (Dz. U. z 2002 r. Nr 51, poz. 458) 141 Learning Online for Middle-Aged People – Why Not? Magdalena Moderacka-Dołgało Learning Systems Poland Sp. z o.o., Warsaw/Poland [email protected] Abstract Contemporary education encourages learning flexibility for students and allows them to take charge of their educational experience. It’s no longer the exclusive domain of eighteen year olds, though. Many students today are middle-aged. They are more goal- and task-oriented. They want and need to learn. Adult learners desire a high degree of flexibility due to the competing priorities of work, home, and school. The improved access and availability of information technology has enabled more adult students to participate in the learning process. Distance learning is the easiest and most affordable way for middle-aged people to ameliorate their skills. It’s a great way to start a new career or advance within a field. The structure of distance learning gives adults the greatest possible control over the time, place, and pace of education. Furthermore, it allows them to study independently while earning a living. For employers, distance education is cost-effective, maintains staff productivity, and increases skills. Today I would like to describe my experiences connected with teaching English online to middle-aged people. But before I do that, I would like to introduce shortly the roots of our school, to make it more understandable. Empikschool is the largest and oldest (over 40 years of tradition) language schools in Poland. In 34 schools we educate over 50 thousand people each year. Moreover empikschool is an authorised examination centre for examinations such as CITY&GUILDS, LCCI or TELC. The school is not only constantly responding to changes on the market, but also creates new trends. An example of such activity, realized 2 years ago, was an introduction of a totally new product to the market - live language learning online in groups with a tutor – empik school online. What are the roots of the idea? There were several reasons to create empik school online. First of all, empik school has always struggled with a fact that despite of a great number of schools it was not possible to teach all those, who were willing to attend the courses. Some of the learners were simply living or working to far from the school and were not able to commute to attend the classes at a stationary school. Another large group of people was unable to learn foreign languages because of 142 Magdalena Moderacka-Dołgało other duties. Schools closing at 8 p.m. or at the latest 9 p.m. cannot provide education for the most occupied ones, or those, whose everyday duties do not allow for learning during the school’s working hours. Another important factor, which resulted in creation of empik school online, was a rapid development of the Internet observed within a few last years and a growing number of mainly young people, for whom it became a way of living. All the above mentioned elements resulted in development of empik school online – the first fully professional Internet based school, teaching English as a foreign language. The school was meant to be an alternative for stationary courses, addressed mainly to young, active people, who are not afraid of modern technologies. What does learning in our school consist in? There are English language courses „moved” to the Internet. We teach with the same quality and methods as the stationary empik school, but the difference is, that our students do not have to commute to school. They usually attend the classes at home and all they need to learn with us is a computer with an Internet connection. Just like at stationary schools, classes are held twice a week at time specified by a learner during the enrolment procedure. The learning hours are very flexible, as we teach from Monday till Saturday from 8 a.m. to 11 p.m. Another difference between our school and stationary schools is, that our classes are recorded and the recordings are available 24/7. Moreover, the teaching groups are usually smaller compared to the groups at stationary schools, as they usually consist of 5-6 people. That makes our teaching highly efficient and the results are very good. Apart from live group classes with a tutor we also offer individual classes, enabling our students to consolidate knowledge previously acquired during group classes with different kinds of exercises and interactive tasks. What is important - the learner can see the results on his computer as soon as the task is completed. One does not need to wait long for the results and can correct any mistakes on the spot. One can also go back to the previously completed exercises and improve the results. While preparing the offer of empik school online we were expecting to address the demand of young people, keen on novelties and the Internet. We were quite surprised when it turned out that elder people, with a more „traditional” attitude liked the offer. Below, there are results of a research carried out among our learners. As it is shown on the figure, majority of learners of the empik school online are people aged between 30 and 50 (56%), only 11% of them are less than 30 years old. It is quite interesting that as many as 33% of our students are more than 50 years old and our oldest student was 92 years old! 143 Learning Online for Middle-Aged People – Why Not? 11% 33% below age 30 age 30-50 above age 50 56% Table nr 1 – The age of empik school online students Source: empik school online Why is it so? It shows that our offer perfectly fits the needs of the most demanding customers, who appreciate the high quality and standard of teaching. There are several reasons for that. I will try to discuss all of them below. The students of empik school online pay most attention to the comfort of learning. They do not need to travel anywhere after work in order to learn a language effectively. Instead they can seat comfortably in their privacy and attend classes in the most convenient conditions. Moreover the learning days and hours are adjusted to their time-schedule. What more can one expect? It is also comfortable to stay anonymous, which means that students do not have to feel ashamed, even if they cannot cope with a particular topic or issue. At a stationary school they would be exposed to critical looks from other learners. This does not happen at empik school online. That is why many middle-aged people decide to learn online. They are not confronted with younger ones. Moreover, the students of empik school online do not miss any classes as everything is recorded. Even if numerous responsibilities prevent a student from participation in a particular lesson it is possible to listen to all the materials in any time and as many times as necessary. It is also a good solution to revise the materials from lessons that one has attended. Another important aspect, appreciated by middle-aged people is quality. Those people are aware that only well-educated teachers, with regard to both the merits and the pedagogical aspect, are able to make learning 144 Magdalena Moderacka-Dołgało effective. Empik school online guarantees high quality. It is supported by 40 years of experience of Empik schools and a brand recognised on the market. It is also important that innovative technology used for teaching at empik school online is user friendly. Our middle-aged students appreciate the fact that advanced IT skills are not necessary to learn with us. Moreover the technology is introduced in detail during initial classes. In case of any technical problems there is a team of professionals working at the Helpdesk, who can provide necessary assistance. Middle-aged people learning at empik school online appreciate the innovative teaching methods. They want to follow the spirit of their age, improve and develop their skills. We provide them with such an opportunity through constant monitoring of the progress of learning, as well as additional activities adjusted to individual weaknesses, which improves their engagement into the process of language learning. To sum up, innovative teaching methods are very well adjusted to the needs of middle-aged people as innovation is not equal to complexity or difficulty. On the contrary, learning in an innovative environment can be an easy and convenient solutions for those who value comfort, time and quality. 145 An Analysis of the Potential of a ComputerMediated Learning Course for Vocabulary Learning in L2 Christine Rodrigues Clermont Université, Laboratoire de Recherche sur le Langage, ClermontFerrand, France [email protected] Abstract This paper focuses on the contributions a computer-mediated blended course can make for learning vocabulary in French as a Foreign Language (FFL). This course included class and on-line sessions, using Computer Mediated Communication (CMC) tools (forum and chat), for a written macro-task by French-learning Cypriot students accompanied in distance learning by FFL tutors. In the first part we present difficulties in vocabulary learning as well as in written production. We also tackle two central notions for this study: the task in an action-oriented approach, and scaffolding to support the process of learning. In the second part we describe the blended learning course, the participants and the task involved. In the third part, we identify tutors’ support for frequent lexical errors occurring during chat sessions and in some of the forum messages. Furthermore, we analyse traces of the tutoring activity in the final written production (which consists of a travel guide to Cyprus). We proceed by comparing the content of the guide and online interaction between learners and tutors in both synchronous (chat) and asynchronous (forum) sessions. The study shows that tutors mainly give no feedback for the most frequent lexical errors (written form and lexical units used in English instead of French), both in chat sessions and in the forum messages. We believe this might be a strategy intended to encourage students to communicate. The support provided for the use of an inappropriate lexical unit is varied in chat sessions, while no feedback has been given for this problematic point in forums. The research also reveals that effective support strategies vary, and are mostly delivered with the same CMC tool that the learner used in his/her error. 1. Introduction Vocabulary learning and written production are usual and complex activities when learning a foreign language (L2). This study intends to identify the opportunities Computer-Assisted Language Learning (CALL) can present for these processes. Our research is based upon a blended course held in 146 Christine Rodrigues 2009, using chat sessions and forums for a written macro-task. The paper first exposes lexical and writing difficulties, and discusses the notion of the task in an action-oriented approach and scaffolding. Tutors’ support during the experiment is investigated, in order to identify effective support strategies for vocabulary in written production, in order to show the potential and the limitations of Computer Mediated Communication (CMC) tools. 1.1. Problematic Vocabulary Points L2 Learning involves meeting, understanding, memorizing and being able to use vocabulary items. Thus, the learning procedure follows several steps; each of them may represent a difficulty for the learner. In addition, vocabulary items, that is to say, lexical units [1] or LUs, have many characteristics that might be problematic in L2 learning, and have to be taken in consideration to support learners in an appropriate manner. We refer to many studies that specify LUs characteristics [2] [3] [4]. Figure 1 represents these points in the L2 learning process: the meaning of the LU, the meaning links between LUs of a language, as well as links between two languages, the context, oral and written forms, syntax, derived LUs, culture, language register and theme. We name these characteristics Problematic Vocabulary Points (PVPs). Oral form Links of meaning between 2 languages Written form Syntax Context understand memorize Lexical unit Links of meaning in a language Derivative lexical units use Meaning Theme Culture Language register Fig. 1. Typology of PVPs in L2 Learning An Analysis of the Potential of a Computer-Mediated Learning Course for... 147 1.2. Difficulties related to written production According to researchers and educators [5], [6], the writing process involves several steps (see Figure 2), both in mother tongue and in a L2. In both cases, a support is needed to help learners in each step of the writing activity. Any PVP may indeed emerge during these steps. In L2, for example, the prewriting phase includes a brainstorming activity, in which learners must think about LUs linked to the topic (theme PVP), while in the drafting phase, LUs have to be written (written form PVP). Pre-writing • explore a topic, brainstorming Drafting • put on paper Sharing • get some advice Revising • take another look (organization, unity...) Editing • make corrections (sentences, word choice & spelling...) Publishing • polish for presentation Assessing • reflect on the work The writing process Fig.Fig. 2.2.The writing process 1.3. Action-oriented approach and task In 2001 the Council of Europe produced a document of recommendations for L2 learning, named The Common European Framework of Reference for Languages (CEFRL) [7]. It presents an action-oriented approach, based on the notion of a task, still used by many institutions in Europe as a base for teaching, testing, and distant L2 learning. As explained in this report, action-oriented approach “considers that learners are social actors with tasks to accomplish as a social agent, each individual forms relationships with a widening cluster of overlapping social groups, which together define identity.” (CEFRL, p.1). For Ellis [8], “a task is intended to result in language use that bears a resemblance, direct or indirect, to the way language is used in the real 148 Christine Rodrigues world” (p.16). He also distinguishes outcome (which may consist in a written production, for example) and aim of the task (its pedagogical objective): “It is useful to distinguish between the ‘outcome’ and the ‘aim’ of a task. ‘Outcome’ refers to what the learners arrive at when they have completed the task, for example, a story, a list of differences, etc. ‘Aim’ refers to the pedagogic purpose of the task, which is to elicit meaning-focused language use, receptive and/or productive. This distinction is important. It is possible to achieve a successfully outcome without achieving the aim of a task” (p.8). Nunan [9] states that a task can be modified: “means would be established for deciding whether the content has been learned and the goals achieved. This final evaluative step would allow us to decide whether our goals, content and tasks need to be modified” (p.16). Another distinction exists between micro-task (limited, self-consistent) and macro-task (wider) [10]. Micro-tasks can contribute to the achievement of a macro-task. 1.4. Scaffolding According to social-constructivism, a tutorial process – scaffolding consists in the relationship between an expert helping a novice: “This scaffolding consists essentially of the adult “controlling” those elements of the task that are initially beyond the learner’s capacity, thus permitting him to concentrate upon and complete only those elements that are within his range of competence” ([11], p.90). This support is provided in the zone of proximal development [12], where the learner can’t complete a task without assistance. Lepper et al. [13] also identify various types of effective scaffolding: ignoring (not taking minor errors into account), forestalling (be attentive to errors that might occur and let it happen if it allows the learner to discover a rule), intervening (correct immediately if the error impedes problem solving), and debugging (lead the learner to a correction through general and more and more specific questions if needed). 2. The study The study presented in this paper concerns the learning of French as a Foreign Language (FFL) in a blended course using chat sessions and forums, for a written macro-task. 2.1. Participants Participants in the experiment were 13 FFL learners, studying at the Middle East Technical University in Güzelyurt (Cyprus) to become English teachers, 21 would-be teachers enrolled in the second year of a Didactics of Languages and Cultures (DLC) Master’s programme at Blaise Pascal University (BPU, An Analysis of the Potential of a Computer-Mediated Learning Course for... 149 Clermont-Ferrand, France), a researcher in France supervising the project and a Cypriot teacher. Figure 3 shows the organization of the participants and their roles in the experiment. FFL learners had to elaborate a travel guide to Cyprus (which was the written macro-task). Their interest in the project concerned the possibility to communicate with French speakers that might help them with their learning. BPU students’ participation helped them to gain experience in distant tutoring (as an accompaniment of the written macro-task through synchronous and asynchronous interaction). Fig. 3. Participants and roles in the project 2.2. The course design The blended course consisted of six face-to-face sessions between the French teacher and FFL learners, as well as six chat sessions between learners and tutors, and a forum. The system used for synchronous and asynchronous communication was BPU’s version of the Claroline platform (a Learning Management System). The intention was to create interaction between experts and novices to lead to scaffolding situations. Also, the use of CMC tools for distant communication was chosen as they appear to be interesting for L2 and collaborative work: “The research literature on foreign and second language learning reports that this type of electronic discussion encourages learners to construct knowledge collaboratively” ([14], p.83). Both synchronous and asynchronous communication intended to support the writing process. For example, discussions about the topic during a chat 150 Christine Rodrigues session would help in the pre-writing step, posting the draft on the forum could be useful during the sharing phase. Each learner had to write a text intended to be one part of the guide (about traditions, restaurants, sports, tourism, music, towns, language, receipts, transports, shopping and weather). Face-to-face sessions were dedicated to pre-writing (explore topics, brainstorming) and publishing (putting together all text to form the final written production). Distant sessions concerned prewriting, sharing, revising and editing the text. The chat was used to discuss themes and writing problems, the forum was utilised for the presentation of participants, to post draft productions and for assessment (tutors and learners giving their opinion about the final written production and the experiment). For these distant sessions, groups were organized (one, two or three tutors for one or more learners), but tutors could interact with other learners than those from their initial group, as the number of students in each of the two classes was different and some learners were sometimes absent. 2.3. Task and course design The project’s macro-task was intended to be a collaborative activity, based on recommendations of the CEFR: FFL learners had thus to realize written production but also to communicate with other learners and with tutors (asking questions, presenting Cyprus for instance). This guide represents the outcome of the task. The aim was to allow students to acquire cultural, grammatical lexical and writing skills. The final written production is a slideshow, composed of 97 slides containing various texts and illustrations (Figure 4 represents two pages of the document). Fig.4. Slides from the travel guide to Cyprus realized by FFL learners Category of errors Type of PVP Supposed cause error in the order of letters Examples Incorrect LU sturctures Correct form in French structure An Analysis of the Potential of a Computer-Mediated Learning Course for... 151 2.4. Data collection and analysis The corpus analysed for this study is composed of the content of the guide, and the content of the interactions between participants using CMC tools (chat sessions and forum messages). 3. Results 3.1 Type and number of PVPs Our analysis of the PVPs encountered by students shows that most problems are related to the written form and LUs used in English instead of French, during chat sessions, in the forum and in the guide (see Figure 5). This may not be surprising: communication and macro-task were in written form, and learners master and study English language in order to teach it. We also noticed some reaction when a learner uses an inappropriate LU. Fig. 5. Type and number of PVPs in distant communication and in the guide. 3.2 Categorization of most frequent PVPs collected in the corpus We systematically noted frequent errors in order to categorize them and make assumptions about the reasons which caused them (see Table 1). Some of the errors in the written form may be typos, as the learner didn’t take time for editing his text before publishing it. It is interesting to notice learners use English LUs whether their form is similar or not to the equivalent French LUs. The inappropriate use of a LU shows the importance of the context (for example, “lourd” in French can be used for weather, not for clothes). 3.3 Tutors’ support in asynchronous and synchronous sessions Table 2 shows that tutors’ support could be explicit or implicit, and didn’t take into account some lexical errors: we suppose it was a scaffolding strategy 152 Christine Rodrigues to motivate learners (for example, ignoring an error by answering “Cool” intends to continue the conversation). Category of errors Type of PVP Examples Incorrect LU Supposed cause Incorrect written form LU in English instead of French Inappropriate use of a LU Correct form in French error in the order of letters sturctures structure A missing letter in the word Ma Mai A letter is used instead of another abondontes abondantes Confusion in the writing form because of the spelling of a proximate word Fraid = fresh, analogy with frais froid (= cold) Error in the writing transcription of a sound excellante excellente LU in English similar to the LU in French complicated compliqué No similarity between English and French british anglais Error coming from an incorrect translation Peine (translation of sentence Sentence =peine in a juridical sens phrase Use of a LU inappropriate in the context (vêtements) lourds (= warm clothes) chauds TableTable 1. Typology of most frequent errors 1. Typology of most frequent errors Type of support Support from the tutor/examples Explicit Explains/corrects Il y a quelques mots en anglais dans ton texte mais nous comprenons ton idée. Pour t’aider, « because » = parce que [There are a few words in English in your text but we understand your idea. To help you, “because” = because Asks for an explanation Je n’ai jamais entendu parler du pradigling (…), tu peux nous expliquer ce que c’est ? [I’ve never heard about pradigling (…), can you explain what it is?] Uses the LU in his/her answer Vous conduisez comme en Angleterre, alors [You drive like in England then] Implicit Help with (motivation, production) No help another problem written or oral Doesn’t take into account the PVP Cool No feedback Table 2. Type of support for PVPs and examples An Analysis of the Potential of a Computer-Mediated Learning Course for... 153 3.4 Tutors support for most frequent PVPs We focused on the three most frequent PVPs and identified for each the strategies used by tutor during chat sessions (see Figure 6) and in the forum messages (see Figure 7). Table 3 shows examples of tutors’ support for most frequent PVPs. The results displayed in Figure 6 show frequent feedback in chat sessions when the learner doesn’t use the appropriate item. The support of tutors for these three major problems vary. Fig. 6. Tutors’ support for most frequent PVPs in chat sessions Fig. 7. Tutors’ support for most frequent PVPs in the forum messages 154 Christine Rodrigues Tutors’ scaffolding Form CMC tool used Traces in the final written production PVP: written form (chat) Passaport (Passeport) La barre (Le bar) Langle (l’anglais) Uses the LU in his/her answer on a le choix : faire un passeport [We can choose to make a passport] Asks for an explanation à la barre ? je ne comprends pas, tu peux m'expliquer ? [at the bar? I don’t understand, can you explain it to me?] Doesn't take into account cool Assertion Forum Question Chat Correct LU PVP: LU in English instead of French Uses the LU in his/her answer Vous conduisez comme en Angleterre, alors [You drive like in england, then] Asks for an explanation Je n’ai jamais entendu parler du pradigling (…), tu peux nous expliquer ce que c’est ? [I’ve never heard about pradagling (…), can you explain what it is?] Explains/corrects Il y a quelques mots en anglais dans ton texte mais nous comprenons ton idée. Pour t’aider, « because » = parce que driving Chat pragliding forum Because forum Assertion Chat Question forum parapente Assertion forum LU supressed PVP: inappropriate LU (chat) Exécuter (courir) Uses the LU in his/her answer Courir dans une forêt [to run in a forest] Assertion Chat Matériel (ingrédients) Peines (phrases) Asks for an explanation Euh qu’est-ce que vous voulez dire par « matériel » ? [What do you mean by material?] C’est quoi les « peines » ? [What are the pains?] Explains/corrects Chez nous, quelqu’un qui est à droite, c’est quand on parle de politique [Here when someone is on the right, it concerns politics] Question Chat Assertion Chat Est à droite (a raison) Ingrédients LU not corrected 3. Examples tutors’ support support forfor most current PVPs PVPs Table 3.Table Examples of of tutors’ most current Results show that tutors used the same CMC tool to deliver feedback, except for the written form PVP, for which the articulation of chat and forum has also been employed. Our analysis also indicates that tutors provide support randomly with questions or assertions. 3.5 Effective support strategies using CMC tools for the editing step Although these results can’t be generalized (the evidence supporting these results being limited within to one corpus), they give for reflection and investigation the text articulation of Table 4 presents ourinteresting analysisleads of effective support strategiesabout for the editing means of communication and CMC tools used. step. For this analysis, we selected PVPs occurring during chat sessions and in the forum messages, that were corrected in the final text published in the guide, and compared them with answers displayed by tutors in synchronous or asynchronous sessions. An Analysis of the Potential of a Computer-Mediated Learning Course for... 155 Results show that tutors used the same CMC tool to deliver feedback, except for the written form PVP, for which the articulation of chat and forum has also been employed. Our analysis also indicates that tutors provide support randomly with questions or assertions. Although these results can’t be generalized (the evidence supporting these results being limited within to one corpus), they give interesting leads for reflection and investigation about the articulation of means of communication and CMC tools used. PVP occurring in chat sessions or in the forum Strategy Type CMC tool Written form Chat Use the lexical unity in an answer Question or assertion Forum or chat Chat Explain/correct Name the problem Question Chat Explain/correct Name the problem Assertion Forum Ask for an explanation Question Forum Ask for an explanation Question Chat Lexical units in English Meaning: inadequate use of a lexical unity Forum Chat Table 4. Effective support strategies for PVPs (corrections made in the Table 4. Effective support strategies for PVPs made in the guide) in the case study guide) in the(corrections case study 4. Perspectives The results presented in this paper could be furthered by extending this study to another experiment, in order to compare results when another macro-task is proposed (with the use for example of other tools to include oral macrotasks), as well as for the identification of other or recurrent PVPs. It would also be interesting to focus on specific problematic points to propose microtasks in order to solve those problems. References [1] Boggards, P. (2001). Lexical units and the learning of foreign language vocabulary. Studies in Second Language Acquisition, 23, Cambridge University Press: 321-34 [2] Martinet, A. (1973). Éléments de linguistique générale. Paris: Armand Colin [3] Boyer, H., Butzbach, M. & Pendanx, M. (1990). Nouvelle introduction à la didactique du Français Langue Étrangère. Paris, France: Clé International. 156 Christine Rodrigues [4] Galisson, R. (1989). Enseignement et apprentissage des langues et des cultures, “évolution” ou “révolution” pour demain ? Le Français dans le monde, 227, Paris: Hachette Edicef: 40-50. [5] Flower, L.S., & Hayes, J.R. (1981). A cognitive process theory of writing. College Composition and Communication, 32(4): 365-387. [6] Peha, S. (2003). The writing teachers’ strategy guide. Teaching That Makes Sense, Inc. http://www.ttms.org/PDFs/01%20Writing%20 Strategy%20Guide%20v001%20(Full).pdf [7] Council of Europe (2001). Common European Framework of Reference for Languages: Learning, Teaching, Assessment. Cambridge University Press ISBN HB 0521803136 - PB 0521005310. http://www.coe.int/t/ dg4/linguistic/Source/Framework_EN.pdf [8] Ellis, R. (2003). Task based language learning and-teaching. Oxford University Press. [9] Nunan, D. (1989). Designing Tasks for the Communicative Classroom. Cambridge University Press. [10] Guichon, N. (2006). Langues et TICE- Méthodologie de conception multimedia. Paris: Ophrys. [11] Wood, D., Bruner, J. et Ross, G. (1976). The role of tutoring in problem solving. Journal of child psychology and psychiatry, 17(2): 89-100. [12] Vygotski, L.S. (1962). Thought and language (1934). E. Hanfmann, & G. Vakar (eds. & trad.), The MIT Press. [13] Lepper, M.R., Drake, M.F. & O’Donnell-Johnson, T. (1997). Scaffolding techniques of expert human tutors. In K. Hogan & M. Pressley (eds.). Scaffolding Student Learning, instructional approaches and issues, Advances in learning and teaching. State University of New York: The University of Albany: 108-144. [14] Sotillo, S.M. (2000). Discourse functions and syntactic complexity in synchronous and asynchronous communication. Language & Learning Technology, 4(1): 82-119. http://llt.msu.edu/vol4num1/sotillo/default. html 157 A Few Words about Video Games and Foreign Language Acquisition Piotr Szałaśny, Marta Grubka University of Bielsko-Biala, Bielsko-Biala / Poland [email protected], [email protected] Abstract The aim of this article is to familiarize a reader with a topic of video games and their role in foreign language acquisition. The article presents relations between games and other elements of mass culture placing them in an informative set. Moreover, it characterizes them, highlighting the innovative features which enable foreign language acquisition. Among the issues described in this article there are also specific qualities of communication between players, the phenomenon of some phrases entering the everyday language and classification of the language used by players. Yet another important element of this paper is a topic of educational games and their influence on foreign language acquisition. The purpose of this article is to present video games not as a virtual entertainment, but as a new tool helping in foreign language acquisition. 1. Introduction Modern computer games very rarely resemble their protoplasts from years ago. Thanks to the rapid development of electronic market and IT systems as well as the invention of their makes (which should not be omitted), games throughout their short history have undergone many transformations. Currently, video games are considered as a part of mass culture and this trend is a result of culture’s computerisation. As Jan Stasieńko mentions: “Gry komputerowe są niewątpliwie fascynującą sferą kultury sytuującą się na styku obszaru skomplikowanej techniki informatycznej, bardzo obecnie rozbudowanego rynku komercyjnego, w którym zyski sięgają setek milionów dolarów, oraz przestrzeni estetycznej.”[1] [Computer games are an undeniably fascinating part of culture balancing on the edge of complicated IT, extremely developed commercial market in which profits reach hundreds of millions dollars, and aesthetic sphere.] Małgorzata WieczorekTomaszkiewicz has a very similar concept: „Obiektami (dziełami) nowych mediów są: obraz cyfrowy, cyfrowo zmontowany film, środowisko 3D, gra komputerowa, witryna WWW, hipermedialna witryna. Wszystkie one tkwią głęboko w kulturze wizualnej społeczeństwa informacyjnego, mogą być analizowane w kontekście innych sztuk i ich języków wizualnych, sposobów organizowania informacji, ikonografii, ikonologii czy indywidualnych 158 Piotr Szałaśny, Marta Grubka doświadczeń percepcyjnych odbiorcy.”[2] [Objects (works) of new media are: a digital picture, digital film, 3D environment, computer game, WWW website, hipermedia website. All of them are deeply rooted in visual culture of information society and can be analysed in the context of other arts and their visual languages, ways of information organisation, iconography, iconology or recipient’s individual perceptive experiences.] Unquestionably, video games create new inspirations for development of other art sectors (mainly commercial ones). As an example, there are high budget film adaptations of such games as Tomb Raider, Resident Evil, Silent Hill, Mortal Combat or Prince of Persia. Actually, it works both ways as video games’ producers are very often inspired by other forms of art, like in the cases of games based on The Lord of The Rings, Harry Potter or Polish The Witcher. Because of its attractiveness, innovation and variety a video game gets to a very broad group of people. As Mirosław Filiciak mentions: „Gry wideo są medium interaktywnym, oferującym użytkownikowi możliwość rozległej ingerencji w przekaz i współtworzenie go.”[3] [Video games are an interactive medium which offers its players wide interference in broadcast and its creation.] Thanks to this the video game can offer players innovative methods of learning a foreign language. It is necessary to highlight that most games are not methodology-oriented (apart from educational games), but entertainment-oriented. However, a player who takes part in this entertainment in a foreign language, subconsciously acquires words in a foreign language which are essential for playing. 2. A video game and specific qualities of communication At the very beginning it is crucial to omit all the continuous discussions about demoralisation, addiction or other pathological behaviours which are identified with video games’ influence, and focus on the methodological options, practice of perceptiveness and reflex, gaining historical facts and, what is the most important in the context of this article, on language acquisition. Undeniably, a computer game is interactive, moreover, it affects and induces a player to have different reactions. Trying to describe briefly the way of communication between a player and game it can be said that there is a kind of two-way communication; at one side there is a human being who uses a computer to communicate with an algorithm artificially created by programmers. This is the case in traditional single-player games. The situation is completely different when it comes to multi-player games (for example MMO). This difference occurs in communication – not only is there one with programme’s algorithm, but also there is communication between a player and other players. It is important that both ways of communication happen at the same (or almost the same) time through a computer. Because of the international character of network games participants communicate with one another mostly in English using abbreviations and emoticons (which is important considering the quick pace of a game). A Few Words about Video Games and Foreign Language Acquisition 159 2. A video game and language Legendary games, the breakthroughs, are very well remembered by players. They have become the icons of mass culture. Therefore, some phrases have entered the everyday language, not only among players. Similarly, it happens with other forms of art like cinematography or literature. They have become often repeated phrases and only a few users realize where these phrases come from. For example, there are phrases from times when games were not located yet, therefore they entered Polish language in their original, English form: Thank you, Mario (Super Mario Bros. Year of production: 1985), few sayings of main character from the game Duke Nukem 3D (Year of production: 1996), like Damn. I`m good, Come Get some, Yes, piece of cake. Other phrases from the Mortal Combat game (Year of production: 1992): Finish him or Fatality, and an unforgettable Butcher’s saying from the first part of Diablo: Ahhh, fresh meat. Artur Urbaniak mentions that: „[…] osoby grające w gry komputerowe z dużą łatwością przyswajają słowa w języku obcym.”[4] [[...] people who play computer games acquire foreign language vocabulary very easily .] Actually, everyone who has ever had an opportunity to play a video game knows the meanings of words like play, settings, load, save or exit. This is only a tip of an iceberg. Players tend to introduce words from video games to their mother tongues; among other examples there are lexemes like level, boss, war, point or quest. It is problematic to classify this phenomenon as a positive one, for such words “pollute” a native language; however, it cannot be considered as a negative one either, because it teaches a player new foreign lexemes. Artur Urbaniak notices yet another important issue connected with it: „W kolejnym pytaniu respondenci zostali poproszeni o podanie pięciu słów, które kojarzą im się z ich ulubioną grą komputerową. Odpowiedzi, pozornie rozbieżne, dały się ostatecznie uszeregować według kilku istotnych kategorii tematycznych. […] Co ciekawe, słowa bezpośrednio związane z przemocą, brutalnością, wojną i zabijaniem stanowią blisko jedną drugą wszystkich zebranych.” [4] [In the next question respondents were asked to list five words which they associate with their favourite computer game. The answers, though seeming divergent, eventually were arranged according to a few thematic categories. […] Interestingly, words directly connected with violence, brutality, war and killing represented almost a half of the collected words.] It is not all, however. Players often use lexemes which are invented exclusively for the purpose of a game and exist only in its universe. Examples are such places like Villain Camp, Tristram from the first part of Diablo as well as Saradush or Sendai’s Enclave from Baldur`s Gate II. Even so, it is necessary to distinguish foreign language acquisition from artificial (i.e. created specifically for a given production) language acquisition. Extremely popular are MMO games, for example, World of Warcraft, Lineage 2, Runes of Magic etc. As it was already mentioned, during the game (because of its pace) players use many abbreviations and acronyms such 160 Piotr Szałaśny, Marta Grubka as lvl (level), CU (see you), GJ (good job), N1 (presenting admiration), W8 (wait). Other examples come from a specific and really popular video games’ genre which is MMORPG: AG (agility), CRT (critical), Con (condition), EQ (equipment), HP (health points). Unfamiliarity with at least basic abbreviations makes playing practically impossible. These abbreviations very often function in native languages. For example, in Poland an RPG player is called “eRPeGowiec”. Most of these words can be difficult to understand by others. And it should not be thought that it only applies to people who do not play computer games. Because of genre variety, depending on the type of game there are other lexemes and abbreviations; therefore, for example RPG (Role-Playing Games) players can have difficulties with understanding RTS (Real-time Simulation) or FPP (First Person Perspective) players. Apart from that, it should not be forgotten that there exist abbreviations which are commonly used between the players in most productions. What is interesting, these differences are created by players themselves, they introduce and standardise them during the game. When unified the language used by players is repeatedly classified as a slang (or rather slangs). It is not entirely true as video games are not hermetic entertainment for selected social groups anymore, since a few years ago they have become completely commercial art/entertainment for masses. (Of course, there are noncommercial games for devotees, nonetheless, they are only a background for commercial character of this phenomenon). Moreover, already mentioned communication through abbreviations and emoticons can be evidence of constantly changing, worldwide, non-tendentious linguistic-cultural phenomenon. Therefore, it may be inappropriate to call it a slang, dialect or even language. It is impossible to explicitly classify this phenomenon (or phenomena), especially because with almost every newly made production which gains popularity it takes different form and hence should be classified differently. As it was already mentioned, the market of computer games has gone through many, sometimes really spectacular changes. A few years ago hardly any games were located in Polish language. Very often there were subtitles with foreign dubbing (mostly English) and thanks to that a player was “assailed” with foreign lexemes which he or she had to assimilate . In spite of the fact that the market has undergone a huge change and nowadays most of productions are localised, there exists a possibility to play a game in many chosen languages. It creates new possibilities of foreign language acquisition. Players, according to their involvement and language competence, can for example run a game in their native language and then repeat it in a foreign language. If a player’s language competence is sufficient enough, he or she can play a game in a foreign language from the very beginning at the same time learning new lexemes and phrases. However, it is strictly connected with a type of a game. In feature (cRPG), strategic and adventure games there is more spoken or written language than in simple arcade, sport or racing games. The degree of foreign language acquisition also depends on A Few Words about Video Games and Foreign Language Acquisition 161 a player’s individual abilities, level of concentration, perceptive and mental abilities. However, more and more popularity has been gained by so called browser games (often used within social networks) which mostly are not localised (similarly to non-commercial games which is connected with very limited budgets). 3. Teaching foreign languages with video games There exist and still are being created productions which are made particularly for teaching foreign languages. They allow to learn a new language in an interactive, interesting and effective way.. Depending on a type of production, a game influences a player in various ways; some of them are supposed to develop the vocabulary, others to broaden knowledge about grammar and others put together both these spheres. They also differ in form as there are for instance 3D, textual, web or single-player games. A description of this great variety is not necessary in this article. However, it is important to highlight that thanks to common computerisation and IT development language education has become more effective. Still, there exists a problem of motivation which did not occur when commercial games were not localised. The essential difference between a video game and an educational video game is that the former is chosen by a player for entertainment and the later is chosen out of the need of learning. That is why educational games are not as popular as commercial ones. It would be ideal to create an educational game which perfectly imitates a high budget commercial game. Constant trails and tests are conducted to make the process of learning more and more attractive and they become more and more fruitful (see The V-Lang Project or Pulitzer game). 4. Summary „Nowoczesne technologie komunikowania odmieniły niemal wszystkie sfery ludzkiej aktywności. Upowszechnienie mediów elektronicznych sprawiło, że zmianom uległ sposób, w jaki pracujemy, uczymy się, wreszcie – spędzamy wolny czas.”[5] [Modern communication technologies have changed almost all spheres of human activity. Dissemination of electronic media has caused changes in the way we work, learn, finally – spend our free time.] That is why using a computer game as a tool of acquiring or learning a foreign language is so important. It is a new, mass and attractive medium which has a huge influence on a user and gives a very wide spectrum of possibilities (depending on intentions of game creators). However, straightforward classification in positive-negative categories is impossible. As Artur Urbaniak mentions: „ […] język, którym posługują się współcześni młodzi ludzie. Często może on być postrzegany jako negatywny, gdy zwrócić uwagę choćby na wspomniane […] zanieczyszczenia, kalki językowe i neologizmy powstające w grach.”[4] 162 Piotr Szałaśny, Marta Grubka [...] the language used by contemporary young people. It can be often seen as a negative one when the above mentioned […] impurities, loan translations and neologisms created in games are considered.”] However, an opinion should not be so critical, mainly because borrowings from other languages as well as loan translations or even language vulgarisation and shocking with violence are not merely a domain of computer games, but with great intensity they occur in media such as television or the Internet, at the same time being a sign of their tabloidization. Therefore, productions called virtual entertainment should not be blamed for that. The same applies to abbreviations which are neither a specific domain of games ; people use them while using other platforms of communication like chats, SMS-es, MMSes, social networks or web forums. Commercial video games, depending on a genre, can be a good tool supporting foreign language education. Because of the fact that acquisition takes place independently and involuntarily this form is definitely more attractive than traditional language teaching methods. References [1] Stasienko J. „Gry komputerowe – jestem na „tak”, jestem na „nie”. Zagrożenia, szanse i wyzwania rozrywki komputerowej”, available on the Internet: http://www.wns.dsw.edu.pl/fileadmin/user_upload/ wszechnica/07.pdf [2] Wieczorek-Tomaszewicz M. „Nowe media. Komunikacyjna funkcja obrazu” available on the Internet: http://www.up.krakow.pl/ktime/ ref2007/Wieczorek.pdf [3] Filiciak M., „Wirtualny plac zabaw. Gry sieciowe i przemiany kultury współczesnej”, Wydawnictwa Akademickie i Profesjonalne, Warszawa 2006, p. 49 [4] Urbaniak A., „Kultura a język. Rola gier w rozwoju językowym współczesnego człowieka w świetle hipotezy Sapira - Whorfa.” [in:] „Homo Ludens 1 (2009)”, Wydawnictwo Naukowe UAM, Poznań, p. 274 [5] „Nowe media i gry komputerowe” [in:] red. M. Filipiak “Wirtualny plac zabaw”, Wydawnictwa Akademickie i Profesjonalne, Warszawa, 2006 r. translation: Krystyna Wasilewska 163 Pulitzer. Learn English with a Social Game Eduardo Valencia Playing for Learning SL, Pamplona/Spain [email protected] Abstract PULITZER. LEARN ENGLISH WITH A SOCIAL GAME, is an innovative method that helps to learn English the fun way. In the game Joe Pulitzer is a journalist working for a news agency called GCN. Pulitzer has to travel to over 18 cities (London, San Francisco, New York, Sydney, Hong Kong, Dublin, Las Vegas…) to write reports. Users need to help Joe by completing challenges, exercises, and conversations with other characters. As well as being an entertaining adventure, Pulitzer contains all the grammar needed to reach levels B1 and B2 on the Common European Framework of Reference for Languages. The pedagogy of the game is based on Content Based Instruction- realistic problems that you have to solve through language use. The 18 episodes of Pulitzer require close to 100 hours of learning. There are over 8,000 questions in 1,000 exercises, and several hours of recorded dialogues from real native speakers to help you improve your listening skills. PULITZER. LEARN ENGLISH WITH A SOCIAL GAME, is an innovative method that helps to learn English the fun way. This game is cloud based and can be played both on http://pulitzerenglish. com and on Facebook, as an application. Pulitzer is a commercial game. Each episode costs $3.95 (about €2.95). Users can play the game for as long as one year. By December 2012 Pulitzer will be also released as one single game made up of 18 episodes. 164 Eduardo Valencia fig 1. Splash page of the game The story In the game Joe Pulitzer is a journalist working for a news agency called GCN (Global Citizen News) tyrannically managed by Bill Hearst. Pulitzer has to travel to over 18 cities (London, San Francisco, New York, Sydney, Hong Kong, Dublin, Las Vegas…) to write reports. Users need to help by completing challenges, exercises, and conversations with other characters. The first episode is called “The Mysterious Secret of Hugh Grand”, and has been available since November 2011. It’s set in Camden Town, London and takes over 5 hours to complete. Playing for Learning is releasing episode 2 “Sabotage in Silicon Valley in January 2012. The whole story of Pulitzer contains 18 episodes and will be finished by December 2012. Pulitzer. Learn English with a Social Game 165 Fig 2. Introductory video to Episode 1. How to play? Pulitzer is an adventure game. Users need to help Joe by discovering hidden clues and completing challenges, exercises, and conversations with other characters. Completing one episode takes over 5 hours. Once they complete one episode users can play it again. Their score and achievements in that episode go back to zero again. What does Pulitzer teach and how? Pulitzer is unique because of the way users need to use English to solve problems. To help Joe get ahead, users need to communicate with other characters in the game, and complete the jobs they give them. As well as being an entertaining adventure, Pulitzer contains all the grammar needed to reach levels B1 and B2 on the Common European Framework of Reference for Languages. The grammar is divided into short exercises that are all part of the story of the game. 166 Eduardo Valencia If users have trouble with an exercise, they can ask for a hint. Pulitzer also helps with vocabulary: every difficult word in the dialogue is explained in the Pulitzer Dictionary and there are several vocabulary exercises in the game. The pedagogy of the game is based on Content Based Instruction- realistic problems that you have to solve through language use. The 18 episodes of Pulitzer require close to 100 hours of learning. There are over 8,000 questions in 1,000 exercises, and several hours of recorded dialogues from real native speakers to help you improve your listening skills. Pulitzer rewards both game achievements and learning progress. At the end of each part, the game offers complete statistics about the performance of users in the game (fig 3). Fig 3. Statistics at the end of part 1 of Episode 1 Types of exercises Pulitzer includes a number of different types of exercises. A special effort has been made not to separate gaming and learning. There is no interruption of gaming in Pulitzer, because exercises are part of the adventure game, they are closely linked to the development of the story. 1. Fill in the gaps – multiple choice Clicking on the gap offers a number of options to choose from. This type of Pulitzer. Learn English with a Social Game 167 exercise is often found inside dialogues. They are the most frequent type of exercise in the game (Fig 4). Fig. 4. Multiple choice exercise inside a dialogue. 2. Fill in the gaps – writing. In this exercise, the player must fill in the gap by typing the correct word using the keyboard. Users always have a hint available (fig 5). Fig. 5. Fill in the gaps by typing. “H” marks the hint. 168 Eduardo Valencia 3. Fill in the gaps – drag and drop The player is presented with a paragraph and a list of words to be dragged and dropped into the text (fig 6) Fig 6. Drag and Drop Exercise. 4. Multiple Choice-Sentences The player is presented with a number of choices. It is compulsory to choose one of them (fig. 7) Fig. 7. Example of Multiple choice exercise with sentences. Pulitzer. Learn English with a Social Game 169 6. True or False? The player must decide if a sentence is true or false. Joe is a journalist. True / False Joe is in San Francisco. True / False Joe is a doctor. True / False 7. Vocabulary: The player must match a sentence to either (a) a picture or (b) a word (Fig. 8) Fig. 8. Vocabulary exercise with words. A social game PULITZER is a self-learning method. It needs no teachers online. But PULITZER is a social game. In order to obtain better results, users are encouraged to collaborate with other game users that are also playing the game. Due to the success of social networks, these collaborative games have grown dramatically. One Half of Facebook users (i.e. 400 out of the 800 million social network users) are registered in social games. One of every two times a person logs into Facebook, it is to play a game. Pulitzer makes the most of social strategies inside the game. 170 Eduardo Valencia Colleagues Friends on Pulitzer are called colleagues. Users can add colleagues in the game even if they are not their friends on Facebook. They can also add colleagues both from users playing Pulitzer on Facebook and the ones playing on PulitzerEnglish.com. Teaming Some tasks are best accomplished when helped by friends. For example, an interview in which one friend takes pictures and a second friend records it. The three of them are obtaining benefits out of their collaboration. Leader-boards Users can see their ranking in each episode and in the whole game (adding the results of all the episodes that they have played). By default Leader-boards are shown by groups of colleagues, but it is also possible to see the absolute ranking of a user, i.e. by taking into account all the players of Pulitzer. Share it on social networks Users can also publish news about their achievements in the game. They can share their achievements with their friends on different networks (Facebook, Twitter, LinkedIn). The game rewards these networking activities with extra points. Real profiles on Facebook The main characters of the game (Joe, Bill…) are having their own real profiles on Facebook. The staff of PLAYING FOR LEARNING will maintain these profiles so that they can be used as a way to interact wit players and especially prospect users on Facebook. Pulitzer Corporate In addition to Pulitzer on Facebook, we are creating a corporate version of the game. It targets medium or large companies and institutions. CORPORATE Pulitzer is the same social game in terms of educational content and gaming, but the social network is made up of persons of the same organization. In Pulitzer users will play in a social environment of learning where their colleagues are their friends. In Pulitzer CORPORATE we are reinforcing the frequency of social gaming Pulitzer. Learn English with a Social Game 171 mechanisms, so that cooperation between players is much more important to move forward in the game. Pulitzer CORPORATE adds optional modules of internal mailing and real time chat. There are also several control tests so that their progress can be often measured. Moreover, each user has complete statistics on their progress in the game: time spent, areas of expertise, results, overall progress in English, etc. These statistics are useful for users and, of course, for those responsible for overseeing their training progress. Pulitzer Spanish We are releasing PULITZER, JUEGA Y APRENDE ESPAÑOL, in 2013. This new version, which retains the name of the game and its protagonist (JOE PULITZER) is benefiting from the brand awareness of PULITZER, especially in territories such as France and Brazil where there is a big demand for learning both languages: English and Spanish. The game takes place in Spanish speaking cities like Madrid, Barcelona, Buenos Aires or Mexico City. The list of cities is not closed yet. We don’t rule out trade agreements with cities provided that we include them in the game. The story of PULITZER, JUEGA Y APRENDE ESPAÑOL will be different from the one in English, so that a person who has played with the English is also having fun with the Spanish version. The platform makes it easy to add other languages later (Chinese, German, etc.). Iphone-Ipad In November 2012 we are releasing commercial versions of Pulitzer for Iphone and Ipad, because among a number of competing mobile platforms, the APP STORE by Apple is clearly winning the battle for monetizing the applications. IPHONE-IPAD are expected to maintain its sales leadership for a few years, although the terminals with the Android operating system are more numerous. 172 Eduardo Valencia Fig 9. Scenario 173 The Psychological Influence of Music on Adults Learning English at Elementary Level Małgorzata Gawlik-Kobylińska National Defence University, Warsaw/Poland [email protected] Abstract Music and language share several features: both stem from the processing of sounds, and both are used to convey messages. They also have some features in common: pitch, volume, prominence, stress, tone, rhythm, and pauses. Finally, music and language are learned through exposure. These basic facets are inspiring for teachers who want to apply music in foreign languages teaching. This paper aims to analyze the issues concerning the role of music in foreign language learning (memorization, motivation and social communication); it also attempts to answer the question whether music can be used in adult teaching. Finally, it presents results of the experiment conducted among adults who were taught with the help of jazz chants and program music. The results revealed that despite the fact jazz chants are commonly used in teaching young learners, together with program music, they can be didactical tools of great value. 1. Music in language learning The use of music in psychology, pedagogy, or medicine have been encouraging for applying music in other fields, inter alia, in foreign language methodology. Numerous observations and research indicate that the use of music and songs in teaching English offers advantages related to three issues: memorization of words, sounds, and grammatical structures; motivation to learn; and communication. These aspects are closely related to each other and some rules that describe a particular process can be used for explanation of another one. 1.1. Music in Memorizing and Recalling One of the well-known contemporary researchers who stressed the significance of calmness for mental readiness for learning was Bulgarian psychiatrist-educator G. Lozanov (in 70s of 19th century). He claimed that a relaxed state of mind allows for maximal retention of material. According to his findings, music properly adjusted for learning is Baroque music with 174 Małgorzata Gawlik-Kobylińska sixty beats per minute and a specific rhythm (Huy Le, 1999). This view has been reflected in Suggestopaedia, a language teaching method developed by Lozanov, which relies on attentiveness manipulation to optimize learning and recalling information. What is more, Suggestopaedia has been claimed to develop hypermnesia, an excellent memory that is immensely helpful in new information acquisition (Murphey, 2002). The second significant issue connected with memorization is stress. H. Seyle’s theory (1963) on positive stress (where all activities of an individual are highly mobilized) and negative stress (where too much pressure stops learners from performing efficiently and creatively) was used in Krashen’s Affective Filter Hypothesis (Krashen, 1982). The affective filter, similarly to the negative stress, hindrances spontaneous and natural performance. Hence, teachers are obliged to maintain such a classroom atmosphere which is conducive for affective filter reduction; they can do this through musical activities. The reduction of tension allows the learners to regain their power to concentrate, think logically, and finally, to memorize things better (Luk, 2002-2003). An additional argument for the fact that using music in the classroom corresponds with high potential for memorization, is a repetitive character of music. After long exposure to a song, listeners tend to repeat its lyrics without deeper thinking (Brown, 2006). Such song singing resembles what Piaget (1923) described as ‘egocentric language’, when children talk with little concern for an addressee, simply enjoying hearing themselves repeat (Brown, 2006). When it comes to foreign language learning, songs can activate the mechanism of repetition. This view is shared by W. Wallace, who claims that text is better recalled when it is heard as a song rather than a speech; it is because of a melody line and frequent musical repetitions (Wallace, 1994). A Canadian educator, E. Jensen, states that music increases both the brain’s efficiency and effectiveness leading to an enhancement in cognition (Jensen, 2000). He adds that music has also an impact on perceptual-motor skills, memory, and emotional intelligence. J. Asher finds another point: he claims that songs, where emotion and language are united, are able to stimulate both hemispheres. This stimulation allows for better learning for both left and right dominant personalities. On the basis of ‘brain switching’ he developed his own language learning method called Total Physical Response (Asher, 1993). 1.2. The Motivational Aspect of Music Primarily, the motivational aspect of music is related to repetitive character of music and human’s liking for listening to music, or singing songs. According to the ‘Mere Exposure Effect,’ first studied by R. Zajonc in 1968, people tend The Psychological Influence of Music on Adults Learning English at... 175 to like things they know much more than those which are unknown to them. The reason for the tenet is related to the similarity of the message to human experience (Aronson, Wilson, Akert, 2007). Secondly, music shapes learning environment. In the method called the Natural Approach, Terrell (1977) stresses the importance of external factors in learning. Here, not only music, but also other issues like “the precise way of using voice quality, intonation, and timing” create the learning environment (Stevick, 1976; cited after: Richards and Rodgers 1986, p. 142). In this approach, creating learning environment aims at stimulating learners’ curiosity and intends to ground their engagement in studying. A positive classroom atmosphere, using communicative techniques, and using music, are elements which make teaching friendlier and more interesting. A similar view is represented by Halpern, who confirms that it is sounds and music that enrich educational environment (Halpern, 1991). The creation of specific stimuli influences our emotional states and consequently regulates our motivation to act (LeDoux, 2001). Finally, with the help of music, teachers are able to regulate tension of a lesson. It is especially helpful for teachers who have problems with classroom discipline. A Vietnamese case study showed that when music interweaves various activities like speaking, reading, writing, and listening, it soothes students’ minds and arises their readiness for learning (Huy Le, 1999). 1.3. The Socio-Cultural Aspect of Music Apart from psychological and motivational aspects, it is vital to say that education can be considered as a part of great communication at different levels and dimensions, which involves processes of exchanging information between a sender and a receiver (Biesta, 1995). In a classroom, this communication can be enhanced with music. By doing tasks connected with singing or chanting, members of the group get closer. Commitment to learn, feelings of togetherness and social harmony, highly motivate students to learn. Such changes were noticed by D. James, who stated that activities with music strengthen group bonds and set a particular mood. Participation in one binding activity based on music builds a constructive and friendly classroom atmosphere (James, 2004). One of the advantages of collective participation in musical activities is breaking the barriers, for example, of age, social status, or culture. The barriers are regarded as disturbing peer relationships and knowledge acquisition (Lake, 2002-2003). The stress and anxiety feelings can also be regarded as previously mentioned affective filter. Music as a powerful mean of communication can be shared and enjoyed by people of different linguistic and cultural backgrounds. It is crucial especially in a class of adults where people have different, already fixed, life experiences. 176 Małgorzata Gawlik-Kobylińska What music does is helping students to encode cultural meaning. A sample experiment was led by Carlos R. Abril (2003) in a class of Hispanic children. The author observed that “most children who were learning English as a second language were not only acquiring a new language, but also adjusting to a new culture” (Abril, 2003, p. 38). On the other hand, results of an experiment conducted in Vietnam by M. Huy Le showed that some English pop songs may seem to be invaluable in integrating learners with new cultures or attitudes. According to the author, “American pop songs are so enthusiastically accepted by young people, while the meaning of their messages (about individual freedom, social hostility, sexual liberation) are at odds or in a great conflict with the Vietnamese cultural context (with treasure of the mind, love, and share)” (Huy Le, 1999, p. 9). The reason for the ‘educational failure’ is connected with deeply rooted differences between Vietnamese and American systems of values. The finding shows that teaching materials should be evaluated carefully before the lessons according to students’ convictions and feelings. 2. The Research 2.1. Objectives & Research Organization The aim of the research, conducted in one of the Continuing Education Centre in Masovian Voivodeship (Poland), was to prove that teaching adults with music allows them to achieve better results than those who are taught with traditional methods. There was also a concern which language skills can be undoubtedly improved. The research method was a pedagogical experiment in which two comparative groups participated: control and experimental; each group consisted of 18 learners at elementary level of English. To gather more data about students’ performance, the additional method applied was participant observation and gathering school documentation, mainly class tests and short quizzes. The instruments used to measure students’ progress were integrated skills tests. 2.2. Experimental Group Teaching (As Independent Variable) While one group was taught in a traditional way, the experimental group had their lessons enriched with jazz chants composed by C. Graham and program music by L. van Beethoven, E. Grieg, A. Vivaldi. Jazz chants, snappy poems presented in American English that can be said or sung with a jazz rhythm, are based on a combination of repetitions and learned responses. Hence they are regarded as highly conducive especially to memorizing (Graham, 2006). Unlike popular songs, they contain good grammar and are good for those who do not like singing or are not musical The Psychological Influence of Music on Adults Learning English at... 177 (or, for those who have difficulties with an extreme pitch of a sound). In the experiment jazz chants were used for practicing all language competences; they also allowed for designing a broad range of activities and exercises such as gap filling, dictation, focus questions, error correction based on listening, or even putting the lines into the correct sequence. Additionally, they punctuated the flow of a lesson: its opening and closing. Another type of music applied in the experimental class, the program music (the term introduced in the 19th century by F. Liszt as used for description of nonmusical subject, such as a story, object, or scene), was applied for improving mainly productive skills. The particular facet of program music (releases emotions, tension, or anxiety) allowed for triggering students’ activities by visualization (understood as the ability to form images in a human mind in response to a musical stimulus) (Szulc-Kurpaska, 2006). One of the form of visualization applied in the experimental group was Guided Imagery, which was a pre-writing technique relying on students’ self-expression (Kirk, n.d.). With the help of the programme music and visualization students were also presented new vocabulary and structures. 2.3. Results The analyses of observation notes, school documents and integrated skills tests indicated that using music as a teaching tool significantly improved adult language learning. To be specific, it is possible to state the following: § it was possible to overcome psychological barriers connected with too extreme inhibitions in adults’ active participation in the lesson (main reason for inhibitions: no decent language background due to their initial stage of learning), § adult students’ productive and receptive skills were noticeably developed. Singing jazz chants and songs enhanced EFL learners’ awareness of sounds, rhythms, pauses and intonations. Consequently, such enhancement had a great impact on students pronunciation, speaking and reading skills. Moreover, the repetitions provided by jazz chants consolidated knowledge mainly on grammar structures, vocabulary, listening, and pronunciation. 3. Further Implications For adult learners nothing brought more joy than participation in musical activities. The positive results of the research are important arguments for enriching foreign language teaching with musical elements. If music is a viable tool for second language acquisition, then songs, chants, or instrumental music, can no longer be regarded as recreational devices of little value. Therefore, educators should consider giving music a more prominent role in the second language curriculum. 178 Małgorzata Gawlik-Kobylińska Inevitably, new ideas and applying modern solutions in foreign language methodology foster teacher’s imagination and lead to other paths and new qualities. Nowadays, as society becomes more technologically advanced, regarding different innovative approaches in foreign language teaching, it could be valuable to combine music with new information and communication technologies (ICTs). As far as teachers consider their work as art, the number of variations is unlimited. References [1] Abril, C. R. (2003). No Hablo Ingles: Breaking the Language Barrier in Music Instruction. Music Educators Journal, 89, (5), pp. 38-43. [2] Aronson E., Wilson T. D., Akert R. M. (2007). Psychologia społeczna. Wydawnictwo Naukowe PWN: Zysk i s-ka. [3] Asher, J (1993). Imagination in Second Language Acquisition. The Journal of the Imagination in Language Learning, 1. [4] Biesta, G. (1995). Education/Communication: The Two Faces of Communicative Pedagogy. The Yearbook. A Publication of the Philosophy of Education. Retrieved: http://www.ed.uiuc.edu/EPS/PESYearbook/95_docs/biesta.html, date: 2010/05/24. [5] Brown, H. (2000). Principles of Language Learning and Teaching. New York: Pearson Education. [6] Graham, C. (2006, June). Grammar chants and Grammar songs. Outline presented at a conference workshop during English Teaching Market, Stare Jabłonki. [7] Halpern, S. (1999). Sound Education: Creating the Optimal Learning Environment. Cited after: Huy Le, M. (1999). The Role of Music in Second Language Learning: A Vietnamese Perspective. Presentation at Combined 1999 Conference of the Australian Association for Research in Education and the New Zealand Association for Research in Education. University of Tasmania. Retrieved from: http://www.aare. edu.au/99pap/le 99034.htm, date: 2010/05/30. [8] Huy Le, M. (1999). The Role of Music in Second Language Learning: A Vietnamese Perspective. Presentation at Combined 1999 Conference of the Australian Association for Research in Education and the New Zealand Association for Research in Education. University of Tasmania. Retrieved from: http://www.aare.edu.au/99pap/le 99034.htm, date: 2010/05/30. [9] James, D. (2004) Bringing Back Old Technology: How and Why I Use Music in the Classroom. Teaching English in the Two Year College, 31 (3), pp. 311-315. The Psychological Influence of Music in Learning English by Adults at... 179 [10] Jensen, E. (2000). Music with the Brain in Mind. The Brain Store, Inc.: San Diego, CA. [11] Kirk, P. (n.d.). Pre-writing: Guided Imagery. Teaching English Language Arts: Home Page. [12] Krashen, S. D. (2009). Principles and Practice in Second Language Acquisition. Oxford: [13] Pergamon. First internet edition. [14] Lake, R. (2002-03). Enhancing Acquisition Through Music. Journal of the Imagination [15] for Language Learning. 7, 2002-2003. [16] LeDoux, J. (2001). Mózg emocjonalny. Poznań: Media Rodzina. [17] Luk, N. (2002-2003). The Role of Emotion in Language Teaching. The Journal of Imagination [18] in Language Learning and Teaching (7), 2002-2003. [19] Murphey, T. (2002). Music and Song. Resource Book For Teachers. Oxford: Oxford University [20] Press. [21] Richards, J. C., Rodgers, T. S (1986). Approaches and Methods in Language Teaching. [22] A Description and Analysis. Oxford: Oxford University Press. [23] Seyle, H. (1963). Stres życia. Warszawa: Wydawnictwo Naukowe PWN. [24] Szulc-Kurpaska, M. (2006, June). Using Music in the Classroom. Outline presented [25] at a conference workshop during English Teaching Market, Stare Jabłonki. [26] Wallace, W. T. (1994). Memory for Music: Effect of Melody on Recall of Text. Journal of Experimental Psychology: Learning, Memory and Cognition. Vol. 20 (6). 180 The Best Way to Learn Languages Vicente Alapont Dexway European Headquarters [email protected] Abstract The dexway Method offers all of the advantages of online training along with the constant support and guidance of native speaking tutors. Training employees in foreign languages is one of the greatest challenges faced by Human Resources Managers in large companies. Where can they find permanent training that is not dependant on issues of physical location, schedules or commutes, and which also offers the human element that only an experienced native speaking teacher can provide? Choosing a multi-media solution, as it is often done, might provide solutions to some of these challenges, but will not meet all the needs of a Human Resources Department, and will leave some issues unaddressed. The employee’s lack of time, uneven levels of knowledge, the timing, the cost, their different profiles and nationalities and the cost of commuting or travelling to different locations are some of the issues… With our solution, however, these aspects are addressed through a methodology that has succeeded in bringing together the most advanced eLearning technology and the best and most customized service both for the employee being trained and the company that wishes to train its team. Through its perfect integration of Linguistic Immersion lessons and both visual and verbal access to a dedicated Tutoring Team at any time of day or night, the dexway language method represents the most successful development in foreign language training to date, offering the advantages of several types of solutions all in a user-friendly platform. Introduction The human element is provided by dexway through the personal attention of our team of native speaking tutors whenever the user needs it. At no extra cost and without having to exit the learning platform, the student can speak to a dedicated tutor face to face at any time, 24 hours a day, 7 days a week and just with a click of the mouse. The Best Way to Leam Languages 181 Impersonal training is a thing of the past. Our tutors use a tool that keeps track of each of the student’s learning process, knowing at all times the identity of the student and all about the student’s learning progress. An online and active community of students, the most advanced speech recognition system in the market, fun learning games and lots of other activities like karaoke, videos and radio podcasts are only some of the extras we offer to the student to make the learning process a pleasant and vibrating experience. 182 Vicente Alapont 365º Tutoring Support The 365º tutoring provided by dexway greatly facilitates the organization’s Human Resource Department’s training activities and provides them with customized reports on a regular basis. The Best Way to Leam Languages 183 Through a series of proactive contacts on the part of the tutors during the training period, tracking reports are generated and sent to the person in charge of training in real time or at predetermined intervals. This is in addition to the reactive tracking that is performed through the method’s integrated personalized Learning Management System (LMS) platform. The native tutors create “one-to-one” rooms that they leave open during the entire session in order to attend to the student’s needs at the moment they have any questions or concerns. “A customized solution to every client” Every department and every industry has different requirements when it comes to language, specific expressions and specialized vocabulary. For this reason, dexway provides customized solutions that offer all the benefits of the dexway methodology. 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