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…
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)
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
24.
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
32.
33.
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