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Using Second Life to Assist EFL Teaching: We Do Not Have to Sign In to the Program

16 de Apr de 2014
Using Second Life to Assist EFL Teaching: We Do Not Have to Sign In to the Program
Using Second Life to Assist EFL Teaching: We Do Not Have to Sign In to the Program
Using Second Life to Assist EFL Teaching: We Do Not Have to Sign In to the Program
Using Second Life to Assist EFL Teaching: We Do Not Have to Sign In to the Program
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Using Second Life to Assist EFL Teaching: We Do Not Have to Sign In to the Program
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  1. Volume 56, Number 4 TechTrends • July/August 2012 15 Using Second Life to Assist EFL Teaching: We Do not Have to Sign in to the Program By Feihong Wang, Virginia Polytechnic Institute and State University and Enming Shao, Zhejiang International Studies University Abstract Second Life (SL) has been gaining increased attention in Education since it was launched in 2003. Language educators explored SL mainly as a virtual learning environment where learners can interact with native speakers (e.g., Hislope, 2008; Wang, Song, Xia, & Yan, 2009). Although most studies concluded positively about using SL for language learning and teaching, none of them have solved or avoided the practical issues asso- ciated with SL. These practical issues made SL- based language learning conceptually applicable but difficult to conduct. The purpose of this study was to use SL to assist language learning without the cost of tackling SL-related problems. In this study, students from an English-as-foreign-lan- guage (EFL) class in China were assigned to de- velop a Chinese version of the Second Life man- ual by translating English materials from various media. The findings of this study indicated that SL served appropriately both as a language learn- ing task and a motivation factor. Keywords: design-based study, foreign lan- guage learning, Second Life ducational researchers and practitioners have paid considerable attention to the in- structional use of Second Life (SL) since it was launched by Linden Lab in 2003 (Foster, 2007). Universities constructed virtual repre- sentations of themselves in SL (e.g., De Lucia, Francese, Passero, & Tortora, 2009). Educa- tors explored SL for the potential of assisting teaching and learning of various subjects, such as language teaching (e.g., Blasing, 2009), busi- ness (e.g., Tuten, 2009), hospitality and tourism (e.g., Huang, Backman, & Backman, 2010), mu- sic (e.g., Greenberg, Nepkie, & Pence, 2009), and computer science (e.g., Cargill-Kipar, 2009). In regard to foreign language (FL) teaching, a variety of language courses have been offered in SL these days, such as English, Japanese, and Spanish (Erard, 2007). Language educators and researchers have put their attention mainly on using SL as a language learning environment where learners can have real time interactions with native speakers (e.g., Deutschmann & Panichi, 2009; Hislope, 2008; Shepherd, 2007; Swaine, 2007; Wang, et al., 2009). Although studies found SL a promising tool for assisting language learning, they also disclosed problems that would affect the instructional use of SL, such as the steep learning curve, the high-end hardware requirements to install the program, and the high-speed broadband to run the pro- gram smoothly (Campbell & Trobe, 2009; Fos- ter, 2007; Stevens, 2006; Swaine, 2007; Vogel, Guo, Tian, & Zhou, 2008; Wang, et al., 2009; Wang & Hsu, 2010). These SL problems might deter instruc- tors from integrating SL into their classrooms for several reasons. First, schools and univer- sities might not have the computers that meet the hardware and broadband requirements for conducting SL-based learning activities. Sec- ond, even when instructors have access to qual- ified computers, the frequent update require- ment of the SL program might still be a prob- lem. It is too time-consuming for an instructor to complete the work; therefore, instructors might need help from a technical staff. Third, under the circumstances that instructors over- come all the technical issues, such as schedul- ing the computer lab, installing the SL program, and having technicians to update the program regularly, there are still problems on the student side. Second Life’s steep learning curve can be intimidating for novice users. Although re- searchers tend to assume that today’s students, E
  2. 16 TechTrends • July/August 2012 Volume 56, Number 4 the so-called “digital natives” (Prensky, 2000), are able to adjust to the SL learning environment easily because they have grown up using com- puters, the Internet, video games, and other dig- ital technologies, this is not necessarily the case. Students might still have difficulties in navigat- ing and using SL’s three-dimensional interface (De Lucia, et al., 2009; Sanchez, 2007). Some researchers suggested setting training sessions ahead of time to solve this problem (e.g., Inman, Wright, & Hartman, 2010; Jarmon, Traphagan, & Mayrath, 2008; Sanchez, 2007). However, neither using the limited class time nor adding extra class time for training sounds practical. Considering all the practical issues related to SL usage, the current SL-based language learn- ing approach, to some extent, sounds good but is not practical for daily instructional practices. The purpose of this study was to forward the idea that the use of SL for language teach- ing and learning does not have to be constrained by SL’s limitations. As researchers pointed out, a successful learning activity does not depend on technology (Colpaert, 2006), but on its design (Hampel, 2006; Hauck & Youngs, 2008; Zhao, 2003). Second Life is an opportunity space limited only by imagination (Vogel, et al., 2008), as is the use of SL for educational pur- poses. This design-based study provided an example of using SL to assist English as for- eign language (EFL) teaching without having to sign in to the program. In this study, SL was used as a task and a motivation factor instead of a learning environment. Method A total of 39 freshmen from Zhejiang In- ternational Studies University in China partici- pated in the study. Students’ reflection papers, group work, and final work were collected and analyzed. Students’ reflection papers were coded qualitatively to develop common themes ac- cording to four research inquiries: 1) students’ perception of the learning activity in general, 2) the integration of SL, 3) the collaborative learn- ing approach, and 4) the contribution of the learning activity to their English learning. This study took the design-based research approach. In design-based research, the re- searcher and the instructor manage the research process collaboratively in the course of iterative analysis, design, development, and implementa- tion. Through this approach, the researcher and the instructor design and implement the activity systematically, as well as refine and improve the initial design through the implementation of the activity (Wang & Hannafin, 2005). In this study, a task-based, authentic, collaborative learning activity was designed and implemented. Wang and Hannafin (2005) summarized five basic characteristics for design-based research: prag- matic, grounded, interactive, iterative, and flex- ible. This study fit these five basic characteristics because the three activity’s design principles (task-base, authenticity, and collaboration) were chosen to improve the practice; the design was conducted in real-world settings; the instructors were involved in the design process; and the de- sign process was iterative and flexible. This research collaboration was initiated when the researcher contacted the instructor and shared some thoughts about using SL to support language instruction in China. The ini- tial research attempt encountered problems as discussed in the literature, such as difficulty in finding the suitable computer lab and the lack of technical support. Through repetitive brain- storms, the original research idea was changed to the current research attempt. Activity Design and Procedure The learning activity was informed by social constructivist principles as they applied to EFL learning. Constructivists consider learning as a social and active process (Vygotsky, 1978). Cen- tral to the constructivist theoretical perspective is the belief that knowledge is constructed, not transmitted, and that learners play an active role in the learning process (Jonassen, 1999). Three basic principles summarized by Wang (2010) were applied: task-base, authenticity, and col- laboration. The task of the activity was to de- velop a SL user manual in Chinese by translating SL’s English tutorials, instructions, and manu- als. Students were grouped into pairs or triads to translate assigned webpages or video clips. After the completion of the group translation, students were gathered together to share their work and to develop the final SL manual. This learning activity also included an optional task, testing the manual in SL, for students who would like to move one step further. This SL-assisted learning activity aimed at helping students learn and practice listening comprehension, transla- tion skills, and new English words. Results Students were grouped into 11 teams with each group having 3 to 4 members. Figure 1 shows a brief example of one type of student work. The image on the left was from the section of the video that was chosen to translate. The im-
  3. Volume 56, Number 4 TechTrends • July/August 2012 17 age on the right was the English language content that students obtained based on their listening comprehension. Translating the English content into Chinese was the next step of the task. Students’ reflection papers were written in English based on their own choices. Because these students were only English learners, their expressions might not be perfect. However, we could still get a glimpse of their thoughts through their expressions. First of all, most students felt positive about the learning activity. Students found the activity an interesting way to learn English (Participant 16, 24). The SL element worked well as a moti- vation factor. For example, one student com- mented, “The game (SL) is interesting. I haven’t touched such a game before, so it attracted my attention at right (away)” (Participant 22). An- other student said, “I was fascinated by the video of The Second Life. The beautiful characters, flu- ent pronunciation, and exquisite designs never failed to attract me” (Participant 26). The SL ele- ment also seemed especially motivating to gam- ers. One of them said, “through this activity, I realized that we could learn English while play- ing games” (Participant 14). They also made con- nections between SL and English learning. One student said, “maybe learning English is hard and boring. However, it is can not only make us a nice future, but also give us more ways to play games. Isn’t it an interesting thing?” (Participant 9) After the completion of the task, some stu- dents even wanted to “get into ‘A second life’ as soon as possible” (Participant 25). Students also considered the activity ap- propriate for their learning of English. Students believed that the activity was effective in helping them learn new English words (Participant 19, 23, 37, 38) and sharpen their skills of transla- tion (Participant 20, 21, 36). Because the activity pointed out the holes in their vocabulary, some students were more motivated to learn English through the activity. One student said, “I felt that my English words are so poor, and I should learn more about it” (Participant 32). Students also found collaborative learning approach helpful in learning and completing tasks (Participant 7, 13, 18, 27, 28). One stu- dent said, “a group of people working together and helping each other is very good” (par- ticipant 30). Another student said, “we all un- derstand that the power of the group is huge, and the power of one people is so small” (Par- ticipant 31). A team leader commented from a different angle, “as a team leader, I learned to be more diligent and to help my team mem- bers” (Participant 11). Conclusion This study exemplified the possibility of integrating SL into the EFL teaching without having to sign in to the program and tackle its inherent problems. Students were assigned to develop a SL manual in Chinese by translating SL’s English tutorials, manuals, and instruc- tions. Overall, this learning activity was suc- cessful. Students practiced their reading, listen- ing, and translating skills. Students’ reflections indicated that the game-like aspects and the at- tractive look of SL served well as a motivation factor to gain and maintain their attention dur- ing the activity. In addition, students also fa- vored the collaborative approach of the activity. The findings of this study indicated that ways of integrating a technology into education can be various. As this study exemplifies, an instructor does not have to be tech-savvy to enrich his/ her class with technology. With an appropriate design, everything is possible. Figure 1. Screen shots of students’ sample work.
  4. 18 TechTrends • July/August 2012 Volume 56, Number 4 Feihong Wang (fwang06@vt.edu) has her Ph.D in Instruc- tional Design and Technology at Virginia Tech. Dr. Wang is currently working as a research associate in the same pro- gram. Dr. Wang’s work has focused on technology-assisted language learning, game-based learning, collaborative learn- ing, and distance-learning. Enming Shao semchyzw@gmail.com is an English teacher in Zhejiang International Studies University in China. He is dedicated in English education as a second language and in- terested in applying creative teaching methods to strengthen students’ English skills. References Blasing, M. T. (2009). Second language in Second Life: Exploring interaction, identity and pedagogical practice in a virtual world. Slavic and East European Journal, 54(1), 96-117. Campbell, C., & Trobe, L. (2009). Learning in a different life: Pre-service education students using an online virtual world. Journal of Virtual Worlds Research, 2(1), 3-15. Cargill-Kipar, N. (2009). My dragonfly flies upside down! Using Second Life in multimedia design to teach stgudents programming. British Journal of Educa- tional Technology, 40(3), 539-542. Colpaert, J. (2006). Pedagogy-driven design for online language teaching and learning. CALICO Journal, 23(3), 477-497. De Lucia, A., Francese, R., Passero, I., & Tortora, G. (2009). Development and evaluation of a virtual campus on Second Life: The case of second DMI. Computers and Education, 52(1), 220-233. Deutschmann, M., & Panichi, L. (2009). Talking into empty space? Signalling involvement in a virtual language classroom in Second Life. Language Awareness, 18(3-4), 310-328. Erard, M. (2007). A boon to Second Life language schools. Retrieved from http://www.technologyre- view.com/communications/18510/page1/?a=f Foster, A. L. (2007). Professor avatar : In the digital universe of Second Life, classroom instruction also takes on a new personality. The Chronicle of Higher Education, 54(4), 1-2. Greenberg, J., Nepkie, J., & Pence, H. E. (2009). The SUNY Oneonta Second Life music project. Journal of Educatinal Technology Systems, 37(3), 251-258. Hampel, R. (2006). Rethinking task design for the digital age: A framework for language teaching and learn- ing in a synchronous online environment. ReCALL, 18(1), 105-121. Hauck, M., & Youngs, B. L. (2008). Telecollaboration in multimodal environments: The impact on task design and learner interaction. Computer Assisted Language Learning, 21(2), 87-124. Hislope, K. (2008). Language learning in a virtual world. The International Journal of Learning, 15(11), 51- 58. Huang, Y.-C., Backman, S. J., & Backman, K. F. (2010). Student attitude toward virtual learning in Second Life: A flow theory approach. Journal of Teaching in Travel & Tourism, 10(4), 312-334. Inman, C., Wright, V. H., & Hartman, J. A. (2010). Use of Second Life in K-12 and higher education: A review of research. 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Retrieved from http://sledpicayune.blogspot.com/2007/06/top- 10-reasons-to-use-sl.html Tuten, T. (2009). Real world experience, virtual world environment: The design and execution of marketing plans in Second Life. Marketing Education Review, 19(1), 1-5. Vogel, D. R., Guo, M., Tian, S., & Zhou, P. (2008). In search of Second Life nirvana. Issues in Informing Science and Information Technology, 5, 11-28. Vygotsky, L. (1978). Mind and society: The development of higher psychological processes. Cambridge, MA: Harvard University Press. Wang, C. X., Song, H., Xia, F., & Yan, Q. (2009). Inte- grating Second Life into an EFL program: Students’ perspectives. Journal of Educational Technology Development and Exchange, 2(1), 1-16. Wang, F. (2010). Design principles for cell phone learning in EFL. i-manager’s Journal of Educational Technol- ogy, 7(2), 1-6. Wang, F., & Hannafin, M. J. (2005). Design-based re- search and technology-enhanced learning environ- ments. Educational Technology Research and Devel- opment, 53(4), 5-23. Wang, S.-K., & Hsu, H.-Y. (2010). Using the ADDIE model to design Second Life activities for online learners. TechTrends, 53(6), 76-81. Zhao, Y. (2003). Recent developments in technology and language learning: A literature review and meta- analysis. CALICO Journal, 21(1), 7-27.
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