Towards a Research Agenda for the Use of Three-Dimensional Virtual Worlds in Language Learning

Authors

  • Mark Peterson

DOI:

https://doi.org/10.11139/cj.29.1.67-80

Keywords:

Virtual Reality, Three Dimensional (3-D) Virtual Worlds, Second Life, Active Worlds, Avatars

Abstract

This article investigates research on the use of network-based three-dimensional virtual worlds in computer-assisted language learning (CALL). The significant features of the major types of virtual world currently utilized are examined, as are the hypothesized advantages and issues associated with their use. This is followed by a critical review of the literature which reveals that contemporary research remains largely exploratory in nature and is subject to significant limitations. The literature review also identifies encouraging preliminary findings. These suggest that Active Worlds and Second Life present viable arenas for learner-based CALL projects. Positive findings identified in studies include evidence for beneficial forms of collaborative target language interaction, enhanced engagement, motivation, presence, and participation. The analysis draws attention to the need for learner training and consideration of educator roles. Further significant issues include the influence of task, technical affordances, and sociocultural factors on learner behavior. The article concludes by identifying areas of potential interest in future research.

References

Bays, H. (1998). Framing and face in internet exchanges: A socio-cognitive approach. Linguistik Online, 1(1). Retrieved from http://www.linguistik-online.de/bays.htm

Berge, Z. L. (2008). Multi-user virtual environments for education and training? A critical review of Second Life. Educational Technology, 48(3), 27-31.

Brown, P., & Yule, G. (1983). Discourse analysis. Cambridge: Cambridge University Press.

Cooke-Plagwitz, J. (2008). New directions in CALL: An objective introduction to Second Life. CALICO Journal, 25, 547-557. Retrieved from https://www.calico.org/memberBrowse.php?action=article&id=716

De Jong, F. P. C. M., Van Der Meijden, H., & Von Berg, J. (2005). 3D learning in the workplace and at school: Playing, learning, or both? Educational Technology, 45(5), 30-33.

Deutschmann, M., Panichi, L., & Molka-Danielsson, J. (2009). Designing oral participation in Second Life—A comparative study of two language proficiency courses. ReCALL, 21, 206-226.

Dickey, M. D. (2005). Three-dimensional virtual worlds and distance learning: Two cases of Active Worlds as a medium for distance education. British Journal of Educational Technology, 36, 439-451.

Ellis, R. (2005). Principles of instructed language learning. System, 33, 209-224.

Foster, P., & Ohta, A. S. (2005). Negotiation for meaning and peer assistance in second language classrooms. Applied Linguistics, 26, 402-430.

Hampel, R. (2006). Rethinking task design for the digital age: A framework for language teaching and learning in a synchronous online environment. ReCALL, 18, 105-121.

Hauck, M., & Youngs, B. (2008). Telecollaboration in multimodal environments: The impact on task design and learner interaction. Computer Assisted Language Learning, 21, 87-124.

Hislope, K. (2008). Language learning in a virtual world. The International Journal of Learning, 15(11), 51-58.

Hudson, J. M., & Bruckman, A. S. (2002). IRC Francais: The creation of an Internet-based SLA community. Computer Assisted Language Learning, 15, 109-134.

Koenraad, T. (2008). How can 3-D virtual worlds contribute to language education? Focus on the language village format. Paper presented at WorldCALL 2008, Fukuoka, Japan.

Lombard, M., & Ditton, T. B. (1997). At the heart of it all: The concept of presence. Journal of ComputerMediated Communication, 3(2). Retrieved from http://jcmc.indiana.edu/vol3/issue2/lombard.html

Long, M. (1996). The role of linguistic environment in second language acquisition. In W. C. Richie & T. K. Bhatia (Eds.), Handbook of research on language acquisition. Vol. 2: Second language acquisition (pp. 413-468). New York: Academic Press.

Orenberg, T. (2003). Linguistic presence on the Internet: Communication, worldview and presence in online virtual environments (Unpublished masters thesis). University of Umea, Sweden.

Peterson, M. (2001). MOOs and second language acquisition: Towards a rationale for MOO-based learning. Computer Assisted Language Learning, 14, 443-459.

Peterson, M. (2006). Learner interaction management in an avatar and chat-based virtual world. Computer Assisted Language Learning, 19, 79-103.

Peterson, M. (2009). Learner interaction in synchronous CMC: A sociocultural perspective. Computer Assisted Language Learning, 22, 303-321.

Pica, T. (1994). Research on negotiation: What does it reveal about second-language learning conditions, processes, and outcomes. Language Learning, 44, 493-527.

Roed, J. (2003). Language learning behaviour in a virtual environment. Computer Assisted Language Learning, 16, 155-172.

Sadler, R. (2008). Second Life and task-based language learning. Paper presented at CALICO 2008, San Francisco, CA.

Schroeder, R. (2002). Social interaction in virtual environments: Key issues, common themes, and a framework for research. In R. Schroeder (Ed.), The social life of avatars: Presence and interaction in shared virtual environments (pp. 1-18). London: Springer-Verlag.

Schroeder, R. (2008). Defining virtual worlds and virtual environments. Journal of virtual worlds research, 1(1), 2-3.

Schwienhorst, K. (1998). The “third place”: Virtual reality applications for second language learning. ReCALL, 10, 118-126.

Schwienhorst, K. (2002). Evaluating tandem language learning in the MOO: Discourse repair strategies in a bilingual Internet project. Computer Assisted Language Learning, 15, 135-145.

Shield, L. (2003). MOO as a language learning tool. In U. Felix (Ed.), Online language learning: Towards best practice (pp. 97-122). Amsterdam, The Netherlands: Swets & Zeitlinger.

Stevens, V. (2006). Second Life in education and language learning. TESL-EJ, 10 (3). Retrieved from http://www.tesl-ej.org/ej39/int.html

Svensson, P. (2003). Virtual worlds as arenas for language learning. In U. Felix (Ed.), Language learning online: Towards best practice (pp. 123-142). Amsterdam, The Netherlands: Swets & Zeitlinger.

Toyoda, E., & Harrison, R. (2002). Categorization of text chat communication between learners and native speakers of Japanese. Language Learning & Technology, 6(1), 82-99. Retrieved from http://llt.msu.edu/vol6num1/toyoda/default.html

Varonis, E., & Gass, S. (1985). Non-native/Non-native conversations: A model for negotiating meaning. Applied Linguistics, 6, 71-91.

Von Der Emde, S., Schneider, J., & Kötter, M. (2001).Technically speaking: Transforming language learning through virtual learning environments (MOOs). The Modern language Journal, 85, 211-225.

Walther, J. B., & Parks, M. (2002). Cues filtered out, cues filtered in: CMC and relationships. In M. Knapp & A. Daly (Eds.), Handbook of interpersonal communication (pp. 529-563). Thousand Oaks, CA: Sage.

Warner, C. N. (2004). It’s just a game right? Types of play in foreign language CMC. Language Learning & Technology, 8(2), 69-87. Retrieved from llt.msu.edu/vol8num2/pdf/warner.pdf

Weininger, M. J., & Shield, L. (2003). Promoting oral production in a written channel: An investigation of learner language in MOO. Computer Assisted Language Learning, 16, 329-349.

Downloads

Published

2013-01-14

Issue

Section

Articles

How to Cite

Peterson, M. (2013). Towards a Research Agenda for the Use of Three-Dimensional Virtual Worlds in Language Learning. CALICO Journal, 29(1), 67-80. https://doi.org/10.11139/cj.29.1.67-80