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Presented by …… Scott Grant, Chinese Studies Program




 Getting Immersed in Chinese: The integration of task-
     based learning in 3D multi-user virtual worlds
 underpinned by Moodle into the undergraduate foreign
                 language classroom
Technology & education in perspective


“Indeed, there is clearly a need for educational
technology writers and researchers to attempt to work
with rather than against the formal structures of
educational settings such as schools and classrooms –
i.e. the settings where the vast majority of learning and
teaching continues to take place despite of academic
valorisation of the informalization of educational activity”.
Neil Selwyn, “Editorial: In praise of pessimism - the need for negativity in educational
technology”, British Journal of Educational Technology, Vol 42, No.5, p. 713-718
Monash Chinese Studies Program - Students

 • Beginner level (Chinese 1 & 2)
 • Enrolment type
    – Undergraduates & post-graduates
       > Full-time & part-time
       > Chinese major / minor
       > Other major/degree – Chinese elective
    – Single unit, non-degree
       > Members of the general community
       > Monash staff members
 • Learn 500 simplified characters in first year
Classroom-based Chinese Language Curriculum
ASYNCHRONOUS                          SYNCHRONOUS
NON-INTERACTIVE LECTURE
AUDIO / VISUAL RECORDING              F2F LECTURE




INTERACTIVE ONLINE
EXERCISES                            F2F TUTE & SEMINAR
                                     CLASSES




INTERACTIVE ONLINE
CHARACTER PRACTICE                        INTERACTIVE SL
                                          TASK-BASED
                                          LESSONS
3D Virtual Worlds
• Virtual worlds are online platforms in which
  individuals are immersed in a computer-generated
  representation of a shared 3-D environment. They
  interact with each other and their surroundings via
  their avatars.

• “.... flexible but natively unstructured infrastructures
  in which many different activities are supported”
  (Aldrich 2009)
3D Virtual World v Games
Games:

• “a rule-based formal system with a variable and
  quantifiable outcome, where different outcomes
  are assigned different values, the player exerts
  effort in order to influence the outcome, the player
  feels attached to the outcome, and the
  consequences of the activity are optional and
  negotiable” (Juul, 2003)
3D Virtual World v Games
Serious games

• “interactive experiences that are easy and fun to
  engage in while building awareness....“ (Aldrich,
  2009), where the primary learning goal is to foster
  'awareness' and content is abstracted to the point
  of high engagement, not transfer. (Grant & Huang,
  forthcoming)
2 models of use of VWs
• Native / expert speaker interactional model

• “…synchronous interaction between second
  language learners in locations where the language
  being learned is not the mainstream language with
  native speakers in geographically dispersed
  locations.” (Grant & Huang, forthcoming)
2 models of use of VWs
• Educational simulation model

• “.... challenging experiences that rigorously develop skills
  and capabilities” (Aldrich, 2009), which are focused on
  accuracy and have the primary learning goal of developing
  deep skills. (Grant & Huang, forthcoming)
Educational simulation
Chinese Island – the learning environment

• Chinese Island is a rich Chinese language and
  culture learning environment in Second Life set up
  for students and staff at Monash University to
  engage in both synchronous and asynchronous
  learning
• Learning is facilitated and scaffolded by the island’s
  virtual-physical environment, virtual infrastructure,
  rich visual environment, rich soundscape, as well
  as rich text-based and multi-media learning
  materials (http://www.virtualhanyu.com)
Chinese Island
(secondlife://Monash%20University%202/200/170/26)
Chinese Island – the lessons

• Lessons are synchronous

• Task-based / problem-solving lessons derived from
  lessons done in main textbook in the classroom

• Lessons re-enforce textbook content and extend
  learners by introducing real life scenarios and
  content in a rich, realistic virtual environment
Chinese Island – the lessons & pedagogy

• All communication text-based
   – Pedagogical goal of re-enforcing pinyin and Chinese
     character recognition
   – Use classroom language in ‘naturalistic’ manner in
     ‘semi-spontaneous’ and dynamic situation


• Task-based / problem-solving lessons create
  opportunity for ‘meaningful communication’
   – Not just using language for the sake of using it
   – Situated cognition
Non-player characters (NPCs)
• A non-player character (NPC) is a character that is
  controlled by the game master in tabletop role-
  playing games. When this definition extends
  to video games, an NPC in a video game is usually
  part of the program, and not controlled by a human.
    (http://en.wikipedia.org/wiki/Non-player_character)
• “In these virtual worlds, non-player characters use
  artificial intelligence to take on roles as storytellers,
  enemies, opponents, partners and facilitators.”
    (K.E. Merrick, M.L. Maher, Motivated Reinforcement Learning, DOI
       10.1007/978-3-540-89187-1_1, © Springer-Verlag Berlin Heidelberg
       2009)
Meet the Monash Chinese Island NPCs



Jingjing        Pingping               Rongyu (real estate   Tianming
(waitress)      (railway)              travel agency)        (fruit & veg)




        Xiao Hong           Yan                        Ying
        (Pharmacist)        (Doctor)                   (Nurse receptionist)
Chinese Island NPCs – Other features
•   Are able to process Chinese character input (through
    modified AIML program) and to produce text-based output in
    Chinese characters
     – Cannot process English-based input at this stage
•   Dialogue content is tailored to the specific requirements of the
    inworld lessons, which are inturn based in part on text-book
    content + real world scenarios
•   All learner dialogue with NPCs is logged for later analysis
•   NPCs play an important role in providing feedback on student
    input
•   NPCs are able to scaffold learners in the process of the task,
    but always ‘in character’
NPCs – classroom management
•   NPCs are capable of conversing with multiple interlocutors
    simultaneously
     – 20 or more per lesson
     – Human interlocutors cannot possibly cope


•   Through pre-planned dialogue, NPCs can keep the lesson
    moving without need for teacher involvement

•   Teachers freed to focus on individual learner needs
Chinese Studies Program and Second Life –Research
2009 & 2010
- Self-efficacy research
    - First year students participated in pre- & post lesson online
    survey
    - Statistically significant improvement in learner self-efficacy
    overall after lesson (2009)
    - Delayed post-test, students with medium or little experience of
    scenario in real world showed significant improvement (2010)
Chinese Studies Program and Second Life –Research
2009 & 2010
- Cognitive skills and strategies research
    - First year students participated in filming during SL class and
    subsequent stimulated recall interview
    - The authentic Chinese inn/teahouse teaching and learning SL
    site maintained student focus on the lesson’s objectives and
    promoted utilisation of a range of academically valued thinking
    skills and strategies.
    - The SL lesson stimulated recall of a larger number higher and
    medium level thinking skills and strategies than at the low level.
    - Second Life can be utilised as a cognitive tool to enhance
    thinking, problem solving, and learning.
    - Aligning the mediating processes with the aspects of the SL
    lesson, both in-world and the real world of the classroom, will
    provide the instructional conditions that can be targeted to
    promote higher level thinking skills and strategies
Chinese Studies Program and Second Life –Research
2010 / 2011

- Web 2.0 assessment
   -The findings from the study, while suggesting the strengths of
   the assessment regime with respect to many of the affordances
   and alignment with policy, highlight certain aspects of the
   processes which can relatively easily be addressed. They reveal
   the critical importance of sufficient scaffolding and support for
   students, along with feedback and communication of
   achievement to allow the opportunity for further reflection.

2011

- PhD thesis “Virtual Worlds and Internationalisation in Higher
Education”
    -The aim of the study is to study the internationalisation of
    students through the use of virtual environments.

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LCNAU presentation 2011 second life - main

  • 1. Presented by …… Scott Grant, Chinese Studies Program Getting Immersed in Chinese: The integration of task- based learning in 3D multi-user virtual worlds underpinned by Moodle into the undergraduate foreign language classroom
  • 2. Technology & education in perspective “Indeed, there is clearly a need for educational technology writers and researchers to attempt to work with rather than against the formal structures of educational settings such as schools and classrooms – i.e. the settings where the vast majority of learning and teaching continues to take place despite of academic valorisation of the informalization of educational activity”. Neil Selwyn, “Editorial: In praise of pessimism - the need for negativity in educational technology”, British Journal of Educational Technology, Vol 42, No.5, p. 713-718
  • 3. Monash Chinese Studies Program - Students • Beginner level (Chinese 1 & 2) • Enrolment type – Undergraduates & post-graduates > Full-time & part-time > Chinese major / minor > Other major/degree – Chinese elective – Single unit, non-degree > Members of the general community > Monash staff members • Learn 500 simplified characters in first year
  • 4. Classroom-based Chinese Language Curriculum ASYNCHRONOUS SYNCHRONOUS NON-INTERACTIVE LECTURE AUDIO / VISUAL RECORDING F2F LECTURE INTERACTIVE ONLINE EXERCISES F2F TUTE & SEMINAR CLASSES INTERACTIVE ONLINE CHARACTER PRACTICE INTERACTIVE SL TASK-BASED LESSONS
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  • 8. 3D Virtual Worlds • Virtual worlds are online platforms in which individuals are immersed in a computer-generated representation of a shared 3-D environment. They interact with each other and their surroundings via their avatars. • “.... flexible but natively unstructured infrastructures in which many different activities are supported” (Aldrich 2009)
  • 9. 3D Virtual World v Games Games: • “a rule-based formal system with a variable and quantifiable outcome, where different outcomes are assigned different values, the player exerts effort in order to influence the outcome, the player feels attached to the outcome, and the consequences of the activity are optional and negotiable” (Juul, 2003)
  • 10. 3D Virtual World v Games Serious games • “interactive experiences that are easy and fun to engage in while building awareness....“ (Aldrich, 2009), where the primary learning goal is to foster 'awareness' and content is abstracted to the point of high engagement, not transfer. (Grant & Huang, forthcoming)
  • 11. 2 models of use of VWs • Native / expert speaker interactional model • “…synchronous interaction between second language learners in locations where the language being learned is not the mainstream language with native speakers in geographically dispersed locations.” (Grant & Huang, forthcoming)
  • 12. 2 models of use of VWs • Educational simulation model • “.... challenging experiences that rigorously develop skills and capabilities” (Aldrich, 2009), which are focused on accuracy and have the primary learning goal of developing deep skills. (Grant & Huang, forthcoming)
  • 14. Chinese Island – the learning environment • Chinese Island is a rich Chinese language and culture learning environment in Second Life set up for students and staff at Monash University to engage in both synchronous and asynchronous learning • Learning is facilitated and scaffolded by the island’s virtual-physical environment, virtual infrastructure, rich visual environment, rich soundscape, as well as rich text-based and multi-media learning materials (http://www.virtualhanyu.com)
  • 16. Chinese Island – the lessons • Lessons are synchronous • Task-based / problem-solving lessons derived from lessons done in main textbook in the classroom • Lessons re-enforce textbook content and extend learners by introducing real life scenarios and content in a rich, realistic virtual environment
  • 17. Chinese Island – the lessons & pedagogy • All communication text-based – Pedagogical goal of re-enforcing pinyin and Chinese character recognition – Use classroom language in ‘naturalistic’ manner in ‘semi-spontaneous’ and dynamic situation • Task-based / problem-solving lessons create opportunity for ‘meaningful communication’ – Not just using language for the sake of using it – Situated cognition
  • 18. Non-player characters (NPCs) • A non-player character (NPC) is a character that is controlled by the game master in tabletop role- playing games. When this definition extends to video games, an NPC in a video game is usually part of the program, and not controlled by a human. (http://en.wikipedia.org/wiki/Non-player_character) • “In these virtual worlds, non-player characters use artificial intelligence to take on roles as storytellers, enemies, opponents, partners and facilitators.” (K.E. Merrick, M.L. Maher, Motivated Reinforcement Learning, DOI 10.1007/978-3-540-89187-1_1, © Springer-Verlag Berlin Heidelberg 2009)
  • 19. Meet the Monash Chinese Island NPCs Jingjing Pingping Rongyu (real estate Tianming (waitress) (railway) travel agency) (fruit & veg) Xiao Hong Yan Ying (Pharmacist) (Doctor) (Nurse receptionist)
  • 20. Chinese Island NPCs – Other features • Are able to process Chinese character input (through modified AIML program) and to produce text-based output in Chinese characters – Cannot process English-based input at this stage • Dialogue content is tailored to the specific requirements of the inworld lessons, which are inturn based in part on text-book content + real world scenarios • All learner dialogue with NPCs is logged for later analysis • NPCs play an important role in providing feedback on student input • NPCs are able to scaffold learners in the process of the task, but always ‘in character’
  • 21. NPCs – classroom management • NPCs are capable of conversing with multiple interlocutors simultaneously – 20 or more per lesson – Human interlocutors cannot possibly cope • Through pre-planned dialogue, NPCs can keep the lesson moving without need for teacher involvement • Teachers freed to focus on individual learner needs
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  • 23. Chinese Studies Program and Second Life –Research 2009 & 2010 - Self-efficacy research - First year students participated in pre- & post lesson online survey - Statistically significant improvement in learner self-efficacy overall after lesson (2009) - Delayed post-test, students with medium or little experience of scenario in real world showed significant improvement (2010)
  • 24. Chinese Studies Program and Second Life –Research 2009 & 2010 - Cognitive skills and strategies research - First year students participated in filming during SL class and subsequent stimulated recall interview - The authentic Chinese inn/teahouse teaching and learning SL site maintained student focus on the lesson’s objectives and promoted utilisation of a range of academically valued thinking skills and strategies. - The SL lesson stimulated recall of a larger number higher and medium level thinking skills and strategies than at the low level. - Second Life can be utilised as a cognitive tool to enhance thinking, problem solving, and learning. - Aligning the mediating processes with the aspects of the SL lesson, both in-world and the real world of the classroom, will provide the instructional conditions that can be targeted to promote higher level thinking skills and strategies
  • 25. Chinese Studies Program and Second Life –Research 2010 / 2011 - Web 2.0 assessment -The findings from the study, while suggesting the strengths of the assessment regime with respect to many of the affordances and alignment with policy, highlight certain aspects of the processes which can relatively easily be addressed. They reveal the critical importance of sufficient scaffolding and support for students, along with feedback and communication of achievement to allow the opportunity for further reflection. 2011 - PhD thesis “Virtual Worlds and Internationalisation in Higher Education” -The aim of the study is to study the internationalisation of students through the use of virtual environments.

Notas del editor

  1. 网上三维立体虚拟环境与非玩家人物 (NPC) 在学生学会汉语拼音和认字方面起到的促进作用