Second Life as a Virtual Playground for Language Education

Second Life as a Virtual Playground for Language Education PDF Author: Julian Chen
Publisher: Taylor & Francis
ISBN: 1000807681
Category : Education
Languages : en
Pages : 333

Book Description
This insightful book offers language teachers and teachers in training the opportunity to delve into 3D virtual worlds and see the benefits they provide for effective language teaching. Based on a decade of experience teaching and researching in Second Life (SL), Chen demystifies the dos and don’ts of SL teaching and research, whilst vividly walking readers through each step of the journey. Written in an accessible, jargon-free, and personalised tone, the book is divided into three parts. Part I builds the foundation in SL research, task-based language teaching (TBLT), and understanding fundamental skills for SL teaching. Part II showcases the author’s SL teaching blog that generously unveils their task-based, SL-enabled lessons, participant observations, critical reflections, and lessons learned from each SL session. Part III is complete with the highlights of the author’s SL research and hands-on resources and tips for readers. Each chapter also features a "Checkpoint" section to gauge reader understanding of chapter content, followed by a "Your Task" section to promote learning by doing in SL. Teachers and curriculum designers will find the well-detailed and guided lesson planning useful when starting their first SL class. Graduate students and novice researchers will also find the systematically recorded data collection helpful for their SL research.

Innovations and Applications of Technology in Language Education

Innovations and Applications of Technology in Language Education PDF Author: Hung Phu Bui
Publisher: CRC Press
ISBN: 1040022197
Category : Education
Languages : en
Pages : 231

Book Description
The linguistics and language education world has recently experienced a rapidly proliferating interest in applying technology. This interdisciplinary area bridges the gap between two previously separate fields. Innovations and Applications of Technology in Language Education is a collection of 12 chapters by an international group of language and linguistics education experts. Although technology in language education is a global interest, its practices should be contextualized. This book covers how language educational technology is currently applied, discusses how it should be applied, and gives directions for its future development. Providing a critical review of respective current practices and perspectives, this book begins by presenting a set of research‐based principles for developing second language teachers’ professionalism. It then examines the use of technology to enhance students’ English language skills. Acknowledging the advantages and disadvantages of AI‐mediated communication, this book argues for the use of AI to facilitate communication in language education. It also proposes the use of AI to develop and administer language tests and suggests guidelines for practitioners to deploy AI in developing and administering language tests efficiently. This book concludes by discussing technology for specific purposes in second language education and the potential of computer‐mediated communication (CMC) to enhance interaction between students.

Task Engagement Across Disciplines

Task Engagement Across Disciplines PDF Author: Joy Egbert
Publisher: Taylor & Francis
ISBN: 1040046576
Category : Education
Languages : en
Pages : 345

Book Description
Using an evidence-based model developed by Egbert and colleagues, editors Joy Egbert and Priya Panday-Shukla provide a comprehensive overview of task engagement for teachers and researchers. Research has positioned task engagement as central to student learning, and Egbert and Panday-Shukla now collate this research into a resource that teachers can utilize. The chapters address how task engagement theory, evidence, and instruction can be applied to increase learner achievement. The editors and contributors draw from backgrounds across science, technology, engineering, art, and math (STEAM) education and other disciplines to present task engagement and connect its importance to the success of today’s students. Chapters include background information, resources, exercises, and ideas for teachers and researchers to extend the research behind individual elements of the task engagement model into practice. Each chapter focuses on one component of the model and includes guiding questions and key points, a “how-to” section, and recommended tasks for K-adult classroom use. Though ideal for teacher education research scholars, students, and faculty, this book is useful for instructors at all levels interested in integrating task engagement principles into their practice.

Handbook of Research on Human Performance and Instructional Technology

Handbook of Research on Human Performance and Instructional Technology PDF Author: Song, Holim
Publisher: IGI Global
ISBN: 1605667838
Category : Computers
Languages : en
Pages : 658

Book Description
"This book addresses the connection between human performance and instructional technology with teaching and learning, offering innovative ideas for instructional technology applications and elearning"--Provided by publisher.

ECGBL2009- 4th European Conference on Games-Based Learning

ECGBL2009- 4th European Conference on Games-Based Learning PDF Author: Bente Meyer
Publisher: Academic Conferences Limited
ISBN: 1906638780
Category : Educational games
Languages : en
Pages : 531

Book Description


Synthetic Worlds

Synthetic Worlds PDF Author: Andreas Hebbel-Seeger
Publisher: Springer Science & Business Media
ISBN: 146146286X
Category : Business & Economics
Languages : en
Pages : 422

Book Description
Synthetic Worlds, Virtual Worlds, and Alternate Realities are all terms used to describe the phenomenon of computer-based, simulated environments in which users inhabit and interact via avatars. The best-known commercial applications are in the form of electronic gaming, and particularly in massively-multiplayer online role-playing games like World of Warcraft or Second Life. Less known, but possibly more important, is the rapid adoption of platforms in education and business, where Serious Games are being used for training purposes, and even Second Life is being used in many situations that formerly required travel. The editors of this book captures the state of research in the field intended to reflect the rapidly growing yet relatively young market in education and business. The general focus is set on the scientific community but integrates the practical applications for businesses, with papers on information systems, business models, and economics. In six parts, international authors – all experts in their field – discuss the current state-of-the-art of virtual worlds/alternate realities and how the field will develop over the next years. Chapters discuss the influences and impacts in and around virtual worlds. Part four is about education, with a focus on learning environments and experiences, pedagogical models, and the effects on the different roles in the educational sector. The book looks at business models and how companies can participate in virtual worlds while receiving a return on investment, and includes cases and scenarios of integration, from design, implementation to application.

Learning and Research in Virtual Worlds

Learning and Research in Virtual Worlds PDF Author: Jeremy Hunsinger
Publisher: Routledge
ISBN: 1135753113
Category : Education
Languages : en
Pages : 305

Book Description
Virtual worlds are places where humans interact, and as such they can be environments for research and learning. However, they are complex and mutable in ways that more controlled and traditional environments are not. Although computer-mediated, virtual worlds are multifaceted social systems like the offline world, and choosing to study virtual world phenomena demands as much consideration for the participants, the environment and the researcher as offline. By exploring virtual worlds as places of research and learning, the international practitioners in this book demonstrate the power of these worlds to replicate and extend our arenas of research and learning. They focus on process and outcomes and consider questions that arise from engaging in teaching and research in these spaces, including new approaches to research ethics, internationalization, localization, and collaboration in virtual worlds. This book was originally published as a special issue of Learning, Media & Technology.

Implementing Augmented Reality Into Immersive Virtual Learning Environments

Implementing Augmented Reality Into Immersive Virtual Learning Environments PDF Author: Russell, Donna
Publisher: IGI Global
ISBN: 1799842231
Category : Education
Languages : en
Pages : 266

Book Description
The potential to integrate augmented reality into educational settings has led to the development of myriad programs for implementing these transformative technologies into education. However, the transformative learning processes possible for learners can best be developed through integration in immersive virtual learning environments. The integration of augmented reality (AR) technologies into education involves matching the potential of AR with the most effective instructional model for immersing learners in the learning process. With current research focused heavily on blended or online learning, augmented reality fits right into the new technologies and trends that are being developed and utilized on a consistent basis. There is a need for research that provides detailed curriculum guides, templates for designing virtual worlds, evaluation processes, and immersive learning procedures that can be utilized to provide the best educational environment for student success. Implementing Augmented Reality Into Immersive Virtual Learning Environments provides current research for the integration of transformative new technologies into multiple educational settings. Examining the why, what, and how of integrating augmented reality into immersive virtual learning technologies, this book covers various educational settings, such as nursing education, sports coaching, language education, and more. While highlighting the benefits for virtual reality, its role in remote learning, the logistics of simulation, and branches of it such as gamification, this book is ideally intended for teachers, school administrators, teacher educators, practitioners, IT specialists, educational software developers, researchers, academicians, and students interested in integrating augmented reality in educational programs.

Research Anthology on Early Childhood Development and School Transition in the Digital Era

Research Anthology on Early Childhood Development and School Transition in the Digital Era PDF Author: Management Association, Information Resources
Publisher: IGI Global
ISBN: 1668474697
Category : Education
Languages : en
Pages : 1144

Book Description
In today’s digital world, it is critical to ensure technology is utilized appropriately and best practices for adoption are continuously updated, particularly when it comes to education. New technologies provide myriad opportunities for improvement within early childhood development; however, further study is required to fully understand the different tactics and strategies. The Research Anthology on Early Childhood Development and School Transition in the Digital Era considers how technology can assist with the development of young children and identifies different technologies that should be utilized within education for the benefit of students. Covering key topics such as instructional design, learning, literacy, and technology, this major reference work is ideal for administrators, principals, researchers, scholars, practitioners, academicians, instructors, and students.

Researching Virtual Play Experiences

Researching Virtual Play Experiences PDF Author: Chris Bailey
Publisher: Springer Nature
ISBN: 3030786943
Category : Education
Languages : en
Pages : 393

Book Description
This book illuminates the lived experience of a group of primary school children engaged in virtual world play during a year-long after-school club. Shaped by post-structuralist theory and New Literacy Studies, it outlines a playful, participatory and emergent methodological approach, referred to as ‘rhizomic ethnography’. This ‘hybrid’ text uses both words and images to describe the fieldsite and the methodology, demonstrating how children’s creation of a digital community through Minecraft was shaped by the both the game and their wider social and cultural experiences. Through the exploration of various dimensions of the club, including visual and soundscape data, the author demonstrates the ‘emergent dimension of play’. It will be of interest and value to researchers of children’s play, as well as those who explore visual methods and design multimodal research outputs.