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Rounding off:                  Starting up:
  ViTAAL        Ton Koenraad    NIFLAR
                TELLConsult
The ViTAAL Project
   GOAL
    Researching the contribution of 3d MUVEs to
    Language Education.

    Focus on oral skills.




   Joint project:
    Schools &
    Teacher Ed.
The ViTAAL Project


• R & D for 3 Activity Formats:

1. Language Village:
 training & testing


2. Interactive narrative:
   LanguageQuest


3. Events and
   Fun Activities
Format 1: Virtual Language Village




                                 •Teachers
                                 • Student
                                 Teachers &
                                 Trainers
                                 •Fellow pupils




  Pupils
IRL, what is Languagevillage | Langueville | Sprachstadt ?


   RL-simulation with physical
    props as scenes for
    everyday communicative
    situations

   Teachers, native or
    competent speakers take
    on roles and/or assess.

   Target group at 2ndary
    Schools: mostly beginner
    to intermediate level
    (CEFR: A1-A2)

   A school-based, yearly
    event.
Virtual Language Village
   Rationale:
    More practice of oral skills
    for RL language tasks

   Design principles
    Blended approach:
    - techer-led f2f sessions
    & in-world sessions with
    fellow pupils and student
    mentors
    - using additional
    materials alligned to
    textbook in use

    - in-world assessment
    training by student
Virtual Language Village: Organisation


   Production / Mentor Team
    A’dam student teachers
    (n=18)

   Materials:
    paper based prep.
    activities,
    CEF Level A1-A2
    194 pp.

   Participants
    2 schools, 1 class each
    Age: 13-14
    Student teacher mentored
    groups (size: n=3)
Virtual Language Village: technical features

   A variety of locations:
    tourist info, cafeteria,
    police station, baker’s,
    village square, pond,
    student hang-out,
    etc..

   2 bots
   ‘professional’ avatars
   Voice-enabled, but…
Format 2. SurReal Quest:
an interactive detective story
The Interactive Quest
   Rationale:
    Enhance the WebQuest
    concept using story
    development and
    embedding ‘live’
    interaction

   Design principles
-   LanguageQuest design
    criteria
-   Competitive pupil teams
    (n=5)
-   teacher-coached f2f team
    sessions
-   in-world meetings with
    story characters (student
    mentors)
-   assessment of (interim)
    products by teacher
Interactive LanguageQuest: Organisation

   Production & Actor
    Team
    A’dam student teachers
    (n=7)

   Materials:
    - Original storyline,
    - CEF-based inputs & tasks

    ( A2 – B1)
    - specifically designed
    LQuest template

   Participants
    - 1 school, 1 class
    Age: 16-17
    - 1st year student
    teachers (n=7)
Teacher Ed. Curriculum Module
   Theoretical input:            Output
    - TBLT & SLA principles        - Language Village:
    - Methodology for oral         Textbook
    skills training                supplementary
    - Task design principles       materials

    - CEFR & Assessment:           - LanguageQuest
    criteria & instruments &
    procedures                     - Events:
                                   Registration website &
   Practical experiences:         self access prep.
    - Materials development        materials
    - Fluency training
    - Online assessments
Evaluation & Research

General Focus: Feasibility

   Proof of concept for Learning Blend: learning potential,
    added value, win-win?
   Mapping of conditions

   Materials & Activity
    design
   Performance-based
    assessment
Evaluation: Pupil perspective
    Interesting, nice change       Did and learned equally
                                     little as in f2f lessons
    Spent more time than
     usual after school hours       3D world not very inviting
                                     (looks, interactive
    Learned more:                   facilities)
      - vocab,
      - talking about self,
                                    Technical (voice) &
                                     organisational problems
     ordering things, giving         (partner presence)
     directions
                                    extension of the virtual
    More awareness of:              village needed: a wider
      - relevance of grammar /       variety of shops.
     pronunciation for
     communication
      - personal knowledge &
     skills gaps
Evaluation: Teacher perspective
   Pupils enthusiastic,        More class-based
    more motivation &            preparation time
    time on task, less           needed for online
    inhibition                   sessions

   More authenticity in        Success factors:
    tasks, language use:         - timely delivery & quality
    attention for accuracy       of prep materials
                                 - operational technology
                                 - teacher competences:
   More opportunities for       classroom management,
    differentiation &
    independent work            ICT-skills
   Enjoyed working with        Allignment of class
    new formats                  activities with student
                                 mentors agendas
Evaluation:
       Student teacher perspective
   Great learning                   Design task:
    opportunity:                      very time consuming
    - designing materials
    - getting peer-feedback in
                                     Organisational
    design process                    problems:
                                      - pupil presence
                                      - teamwork
    Practicing interaction
    & teaching skills:               Technical issues:
    - interlocutor role               - voice
    - giving feedback to pupils       - AW- interface skills
    - doing assessments
Evaluation:
    Teacher educator perspective
 Great chance for linking      Collaboration with schools
  theory to practice             is vital
 Implementation of
  experiential learning in      Current module is too
  teacher ed.                    demanding: further
                                 phasing of curriculum
                                 content

                                Critical trainer’s skills:
                                 - coaching student production
                                 teams
                                 - personal ICT / AW skills
Issues & constraints

   Institutional
-   Hard & Software:
    Availability 3d browser,
    capturing software,
    headsets, VLE…

- Curriculum embedded
  activity
- Pedagogy match
  (staff, materials)

   Virtual World Software
   ICT skills
Future Developments
    Implementation in partners’ curricula
    Scaling up (languages, formats, sectors)
    Exploitation model (partnership
     expansion)
    Further research:
     - Promotion of L2 use?
     - face & content validity of assessments
     - pragmatics (teaching & assessing)
     - SLA?
So much about the ViTAAL Project:
any questions / comments?




                      For papers see:
                   www.koenraad.info/vrall
NIFLAR                 EU
                            pro
                                  ject
                                         200
                                            9   – 20
   Networked Interaction                            11
             in
Foreign Language Acquisition
             &
          Research
Partners




                                          Coordinator




                                                                         U. Coimbra
  U. Palacky                    TELLConsult
Affiliate partners: U. Nevsky and Novosibirsk Technical University, U. Concepción, 4 sec.
schools
NIFLAR Objectives & ambitions
   Exploring the added value of video-web
    communication (VWC) and virtual worlds
    (VW) to development of communicative
    and intercultural competence in L2.

   Development of design principles for
    effective L2 tasks

   Development, application and evaluation
    of tasks according to the design principles

   Contribute to international research:
    CMC, ICC, Pragmatics, blended learning
Exploring the added value of
               VWC and VW
   Opportunities for real-life and virtual
    synchronous communication with native
    speakers of the target language

   Opportunities for creating culture-specific
    virtual contexts for contextualised
    communication
Evaluation grid for task design in
video-web communication and virtual worlds
Design principles:

   For communicative competence in L2
    acquisition

   For intercultural competence in L2
    acquisition

   For the application of VWC and VW in L2
    acquisition
Video conferencing:

ADOBE CONNECT
Design principles for the application of
     Video Web Communication
Video-web communication:

   Personal contact is relevant

   Nonverbal interaction is relevant

   Only communication partners are present

   Visual context outside communication partners
    is irrelevant
Voice-enabled 3D World
Design principles for the application of
          3D Virtual Worlds
Virtual worlds:
   Visual context around communication partners is
    relevant

   Context is specifically created or applied for
    context-specific conversation topics

   As in real-life, others might interfere

   Contexts might be adapted (simplified,
    exaggerated) in order to promote awareness
    and learning
Interaction focused on students
Two target groups:

   Foreign language learners of Dutch,
    Portuguese, Russian and Spanish (also at
    secondary level)


   Pre-service teachers of Dutch, Russian and
    Spanish
Importance of adequate tasks
   Characteristics of appropriate tasks for
    virtual interaction

   Standardised format

   Level (CEFR)

   Teachers and pre-service teachers
    designing, piloting and adapting tasks
Research Focus
   Interactions: Conferencing & 3D

   Tasks

   Specific aspects: ICC, pragmatics,
    negotiation of meaning
Deliverables
   A framework for task design

   A collection of tasks and scenarios

   Guides for: Teachers, Teacher Educators & CMC research

   A 3D world & facilities for its future exploitation

   Master theses, publications, conference presentations

   Dissemination website
Thank you

                Any questions
                     or
                 Comments?




                Ton Koenraad
                TELLConsult

www.niflar.eu

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Niflarprojectslanguages3 090529162649 Phpapp02

  • 1. Rounding off: Starting up: ViTAAL Ton Koenraad NIFLAR TELLConsult
  • 2. The ViTAAL Project  GOAL Researching the contribution of 3d MUVEs to Language Education. Focus on oral skills.  Joint project: Schools & Teacher Ed.
  • 3. The ViTAAL Project • R & D for 3 Activity Formats: 1. Language Village: training & testing 2. Interactive narrative: LanguageQuest 3. Events and Fun Activities
  • 4. Format 1: Virtual Language Village •Teachers • Student Teachers & Trainers •Fellow pupils Pupils
  • 5. IRL, what is Languagevillage | Langueville | Sprachstadt ?  RL-simulation with physical props as scenes for everyday communicative situations  Teachers, native or competent speakers take on roles and/or assess.  Target group at 2ndary Schools: mostly beginner to intermediate level (CEFR: A1-A2)  A school-based, yearly event.
  • 6. Virtual Language Village  Rationale: More practice of oral skills for RL language tasks  Design principles Blended approach: - techer-led f2f sessions & in-world sessions with fellow pupils and student mentors - using additional materials alligned to textbook in use - in-world assessment training by student
  • 7. Virtual Language Village: Organisation  Production / Mentor Team A’dam student teachers (n=18)  Materials: paper based prep. activities, CEF Level A1-A2 194 pp.  Participants 2 schools, 1 class each Age: 13-14 Student teacher mentored groups (size: n=3)
  • 8. Virtual Language Village: technical features  A variety of locations: tourist info, cafeteria, police station, baker’s, village square, pond, student hang-out, etc..  2 bots  ‘professional’ avatars  Voice-enabled, but…
  • 9. Format 2. SurReal Quest: an interactive detective story
  • 10. The Interactive Quest  Rationale: Enhance the WebQuest concept using story development and embedding ‘live’ interaction  Design principles - LanguageQuest design criteria - Competitive pupil teams (n=5) - teacher-coached f2f team sessions - in-world meetings with story characters (student mentors) - assessment of (interim) products by teacher
  • 11. Interactive LanguageQuest: Organisation  Production & Actor Team A’dam student teachers (n=7)  Materials: - Original storyline, - CEF-based inputs & tasks ( A2 – B1) - specifically designed LQuest template  Participants - 1 school, 1 class Age: 16-17 - 1st year student teachers (n=7)
  • 12. Teacher Ed. Curriculum Module  Theoretical input:  Output - TBLT & SLA principles - Language Village: - Methodology for oral Textbook skills training supplementary - Task design principles materials - CEFR & Assessment: - LanguageQuest criteria & instruments & procedures - Events: Registration website &  Practical experiences: self access prep. - Materials development materials - Fluency training - Online assessments
  • 13. Evaluation & Research General Focus: Feasibility  Proof of concept for Learning Blend: learning potential, added value, win-win?  Mapping of conditions  Materials & Activity design  Performance-based assessment
  • 14. Evaluation: Pupil perspective  Interesting, nice change  Did and learned equally little as in f2f lessons  Spent more time than usual after school hours  3D world not very inviting (looks, interactive  Learned more: facilities) - vocab, - talking about self,  Technical (voice) & organisational problems ordering things, giving (partner presence) directions  extension of the virtual  More awareness of: village needed: a wider - relevance of grammar / variety of shops. pronunciation for communication - personal knowledge & skills gaps
  • 15. Evaluation: Teacher perspective  Pupils enthusiastic,  More class-based more motivation & preparation time time on task, less needed for online inhibition sessions  More authenticity in  Success factors: tasks, language use: - timely delivery & quality attention for accuracy of prep materials - operational technology - teacher competences:  More opportunities for classroom management, differentiation & independent work  ICT-skills  Enjoyed working with  Allignment of class new formats activities with student mentors agendas
  • 16. Evaluation: Student teacher perspective  Great learning  Design task: opportunity: very time consuming - designing materials - getting peer-feedback in  Organisational design process problems: - pupil presence - teamwork Practicing interaction & teaching skills:  Technical issues: - interlocutor role - voice - giving feedback to pupils - AW- interface skills - doing assessments
  • 17. Evaluation: Teacher educator perspective  Great chance for linking  Collaboration with schools theory to practice is vital  Implementation of experiential learning in  Current module is too teacher ed. demanding: further phasing of curriculum content  Critical trainer’s skills: - coaching student production teams - personal ICT / AW skills
  • 18. Issues & constraints  Institutional - Hard & Software: Availability 3d browser, capturing software, headsets, VLE… - Curriculum embedded activity - Pedagogy match (staff, materials)  Virtual World Software  ICT skills
  • 19. Future Developments  Implementation in partners’ curricula  Scaling up (languages, formats, sectors)  Exploitation model (partnership expansion)  Further research: - Promotion of L2 use? - face & content validity of assessments - pragmatics (teaching & assessing) - SLA?
  • 20. So much about the ViTAAL Project: any questions / comments? For papers see: www.koenraad.info/vrall
  • 21. NIFLAR EU pro ject 200 9 – 20 Networked Interaction 11 in Foreign Language Acquisition & Research
  • 22. Partners Coordinator U. Coimbra U. Palacky TELLConsult Affiliate partners: U. Nevsky and Novosibirsk Technical University, U. Concepción, 4 sec. schools
  • 23. NIFLAR Objectives & ambitions  Exploring the added value of video-web communication (VWC) and virtual worlds (VW) to development of communicative and intercultural competence in L2.  Development of design principles for effective L2 tasks  Development, application and evaluation of tasks according to the design principles  Contribute to international research: CMC, ICC, Pragmatics, blended learning
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  • 25. Exploring the added value of VWC and VW  Opportunities for real-life and virtual synchronous communication with native speakers of the target language  Opportunities for creating culture-specific virtual contexts for contextualised communication
  • 26. Evaluation grid for task design in video-web communication and virtual worlds Design principles:  For communicative competence in L2 acquisition  For intercultural competence in L2 acquisition  For the application of VWC and VW in L2 acquisition
  • 28. Design principles for the application of Video Web Communication Video-web communication:  Personal contact is relevant  Nonverbal interaction is relevant  Only communication partners are present  Visual context outside communication partners is irrelevant
  • 30. Design principles for the application of 3D Virtual Worlds Virtual worlds:  Visual context around communication partners is relevant  Context is specifically created or applied for context-specific conversation topics  As in real-life, others might interfere  Contexts might be adapted (simplified, exaggerated) in order to promote awareness and learning
  • 31. Interaction focused on students Two target groups:  Foreign language learners of Dutch, Portuguese, Russian and Spanish (also at secondary level)  Pre-service teachers of Dutch, Russian and Spanish
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  • 34. Importance of adequate tasks  Characteristics of appropriate tasks for virtual interaction  Standardised format  Level (CEFR)  Teachers and pre-service teachers designing, piloting and adapting tasks
  • 35. Research Focus  Interactions: Conferencing & 3D  Tasks  Specific aspects: ICC, pragmatics, negotiation of meaning
  • 36. Deliverables  A framework for task design  A collection of tasks and scenarios  Guides for: Teachers, Teacher Educators & CMC research  A 3D world & facilities for its future exploitation  Master theses, publications, conference presentations  Dissemination website
  • 37. Thank you Any questions or Comments? Ton Koenraad TELLConsult www.niflar.eu