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Enhancing meaningful oral interaction in Second Life Kristi Jauregi, Ton Koenraad, Silvia Canto, Rick de Graaff, Utrecht University, TELL Consult,

Virtual worlds jauregi et al eurocall 2010 slideshare

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This is the presentation given at Eurocall 2010 about the experiences of implementing Second Life in Language teaching curricula within the NIFLAR project.

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Page 1: Virtual worlds jauregi et al eurocall 2010 slideshare

Enhancing meaningful oral interaction in Second Life

Kristi Jauregi, Ton Koenraad, Silvia Canto, Rick de Graaff,

Utrecht University, TELL Consult,and partners

Page 2: Virtual worlds jauregi et al eurocall 2010 slideshare

Structure• Introduction to NIFLAR • Experiences with virtual worlds

– Pilots– Follow-up:

• Tasks & scenarios• Fragments• Added value

• Open-Sim• Conclusions

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Background to NIFLARLimitations in FLL & teaching contexts. Teaching:

• Teacher, book and grammar oriented• Scarce opportunities for FL learners to engage in meaningful

interaction with native peers • Intercultural awareness insufficiently addressed (Lace Report, 2007) • ICT underused (ICT-Impact Report, 2006) • Low motivation, low levels of achievement, possible drop outs

(Final Report High Level Group of Multilingualism, 2007)

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NIFLAR• Time span: 1 January 2009 – 31 December 2010• Partners: Universities of

– Utrecht in the Netherlands– Granada and Valencia in Spain– Coimbra in Portugal – Palacky in Olomouc the Czech Republic,– Nevsky and Novosibirsk in Russia– Concepción in ChileTELL Consult (Netherlands)Secondary schools, in Spain and The NetherlandsCoordination: Utrecht University

• Target languages: Dutch, Portuguese, Russian & Spanish

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NIFLAR• Time span: 1 January 2009 – 31 December 2010• Partners: Universities of

– Utrecht in the Netherlands– Granada and Valencia in Spain– Coimbra in Portugal – Palacky in Olomouc the Czech Republic,– Nevsky and Novosibirsk in Russia– Concepción in ChileTELL Consult (Netherlands)Secondary schools, in Spain and The NetherlandsCoordination: Utrecht University

• Target languages: Dutch, Portuguese, Russian & Spanish

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To enrich and innovate academic programs of foreign languages and make them more rewarding and relevant

Promoting blended learning

Through the use of two virtual environments:– Video web communication (Adobe Connect) – 3D Virtual Worlds (Second Life / Open SIM)

To study the added value of implementing networked interactions

Two target groups: – FL learners at secondary and tertiary levels – Pre- (in) service teachers

Main objectives of NIFLAR:

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Second Life

Open Sim

Adobe connect

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Experiences with virtual worlds in NIFLAR• June-July 2009: first pilot experience with Second Life• Explore the possibilities of the existing world• TL: Spanish• 2 NS (U Valencia & Granada)• 2NNS (U Utrecht)• Volunteers• 4 exploratory tasks:

– ICC (x4) - Sharing exploration (x2)– Exploring (x2) - Evaluation (x4)

• Sessions recorded

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Exploring the affordances of VWs• Opportunities for real-life and virtual synchronous voiced

communication & collaboration with (native) speakers of the target language

• Opportunities for creating culture-specific virtual scenarios for contextualised social communication

• Opportunities for action learning (Deutschmann et al. 2009)• Multimodal interaction (Hauck, 2010)

Resort to a sound pedagogical teaching approach > TBLT (Willis 1996, Ellis 2003)

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Pilot 2: November-december 2010

•Scenarios for interaction task driven•Participants:

-4 student teachers (Valencia, Granada)

- 8 FLL of Spanish (Utrecht)

•Integration in language course (B2)•Scenarios for 5 tasks developed•Sessions recorded and evaluated > follow-up

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Task effectiveness for language learners and student teachers

• Enhancing FL intercultural communicative competence (ICC) (Byram, 1997):

Oral interactionIntercultural awareness

• Facilitating pedagogical awareness on:ICCChallenges and opportunities of VWTask elaborationInteraction processesTeaching skills

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Criteria for task design in virtual worlds

Design principles:• For communicative competence in L2 acquisition (Willis,

1996; Doughty & Long, 2003; Ellis, 2003; Moonen, 2007)

• For intercultural competence in L2 acquisition(Byram, 1997; Müller-Jacquier, 2003)

• For the application of VW in L2 acquisition (Deutschmann, Panichi & Molka, 2009)

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Design principles for communicative L2 competence

• Exposure to rich, authentic, multimodal and contextually relevant language input

• Elicitation of meaningful, contextually appropriate language use

• Focus on language form alonside meaning• Convergent communicative outcome as a result of

negotiation of meaning

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Design principles for intercultural L2 competence

• Taking conceptions and misconceptions in daily life as a starting point, focus on intercultural contrasts and similarities

• Need to understand each other’s point of view/reference for task completion

In order to develop attitudes of openness and curiosity, enlarge intercultural knowledge, enhance skills of discovery and mediation in interaction, and critical awareness (Byram, 1997)

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Follow-up• February – April 2010• Part of a bigger research study (2 experimental & 1 cotrol groups)

• TL: Spanish, B1• Tasks integrated in academic curricula (obligatory for FLls)

• Participants: 14 FLls (UU) & 7 pre-service teachers (UV)• Interaction formats: tryads• Tutorials + 5 interaction sessions (1-2 hours)• Data: recordings, pre-mid- and post-questionnaires,

interviews, pre- & post-tests

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Research issues

What is the value of implementing virtual interaction (in Second Life) in language teaching curricula?

1. Meaningfulness2. Impact on motivation: Willingness to communicate

(MacIntyre et al. 2001) • Perceived competence• Communication anxiety

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Meaningful interaction• Meaning-focused, authentic/realistic, interpersonal, spontaneous

(Krashen, 1982)

• Social (Lantolf, 2006) and transactional (social & intertersonal, information and opinion gap)

• Balanced engagement (Dörnyei & Cisar, 2005)

• Context dependent: taking into account the specific affordances of the virtual environment: action learning, multimodality

• LL: Relevant for SLA:– NEGOTIATION OF LINGUISTIC MEANING (comprehension / production)

both linguistic and cultural (focus on form) (Doughty & Long, 2003; Long, 1996; Swain, 1985; Varonis & Gass, 1986)

– NEGOTIATION OF INTERCULTURAL MEANING (Belz, 2005; Byram, 1997; Müller-Jacquier 2003)

• Student teacher: Pedagogic rich exposure

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Tasks in Second Life

Task 1

Brilliant people!

-pre-task & task-NS & FLL

Brilliant people!

-pre-task & task-NS & FLL

Scenarios:-Participants go to an appartment:

look around, exchange info, watch pictures, eat and drink-Decide where to go: cinema,

Valencia, museum-Describe a brilliant person

Scenarios:-Participants go to an appartment:

look around, exchange info, watch pictures, eat and drink-Decide where to go: cinema,

Valencia, museum-Describe a brilliant person

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Meaningful fragments: task 1

Exchanging info about appartment. Click here to activate the recording.

Sharing info about picturesClick here to activate the recording.

Click here to activate the recording.

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Tasks in Second Life

Task 2 People and adventures:

-pre-task & task-NS & FLL

People and adventures:

-pre-task & task-NS & FLL

Scenarios:-Participants meet at a restaurant and have

to decide where to go to on holidays: winter/summer holidays.

-Go to a hotel (reception/room) -- Depending on their choice go to the

summer or winter slurl

Scenarios:-Participants meet at a restaurant and have

to decide where to go to on holidays: winter/summer holidays.

-Go to a hotel (reception/room) -- Depending on their choice go to the

summer or winter slurl

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Meaningful fragments: task 2

Click here to activate the recording.

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Task 3

Scenarios:Participants choose 2 out of these possible

scenes:-Birthday party / guests for dinner

- At the bar / on the bus

Scenarios:Participants choose 2 out of these possible

scenes:-Birthday party / guests for dinner

- At the bar / on the bus

People and films:Preparing, filming and evaluating scenes

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Meaningful fragments: task 3

RequestsRequests

Greetings

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Task 4

People with heart:Exchange info about social groups / identity

Describe pictures and compare

Scenarios:AppartmentScenarios:

Appartment

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Task 5

People & cultures:Cultural contest

Scenarios:TV studioScenarios:TV studio

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Task 5: meaningful fragments

Recordings

Recordings

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1 2 3 4 5 6 7

Week

2

3

4

5A

vera

ge

An

swe

r

VC VC VC

VC

VC

VC

VC

SL SL SL

SL

SL

SL

SL

C C C C C C C

Competence

Impact project on motivationMy competence in the target language is sufficient to communicate with natives

Start interaction sessions

Start interaction sessions

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1 2 3 4 5 6 7

Week

2

3

4

5A

vera

ge A

nsw

er

V

V V V V V V

S

S SS

SS

S

C C C C C C C

I like speaking to native speakers in the target language

Start interaction sessions

Start interaction sessions

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1 2 3 4 5 6 7

Week

2

3

4

5A

vera

ge A

nsw

er

VV

VV

VV

V

SS

SS

SS

S

C C C C C C C

I get very worried if I make mistakes when interacting in the target language

Start interaction sessions

Start interaction sessions

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1 2 3 4 5 6 7

Week

2

3

4

5A

vera

ge A

nsw

er

VV

VV

VV

V

SS

S

S

S

S

S

C C C C C C C

I feel nervous when speaking in the target language

Start interaction sessions

Start interaction sessions

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Results post-questionnaires:The environment

X: 3,64; N:14)

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1 2 3 4 5 6 7

Task / Week

2

3

4

5

V V V V

V

V

S

SS

S

S

SC C

C

C

C

Motivating Tasks

Results mid/post-questionnaires:Tasks

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1 2 3 4 5 6 7

Task / Week

2

3

4

5

VV

V

V

V

VS

S

S

S

S

SC

CC

CC

Useful Tasks

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Results post-questionnaires: speech partner

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Results post-questionnaires: learning

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Results post-questionnaires: learning

To ta

lk m

ore

fluen

tly

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Conclusions:The added value of integrating virtual interaction in education (1)

1. Challenging, motivating and innovative learning environment.

2. Offer opportunities for real-life and virtual synchronous communication with native speakers of the target language.

3. Rich linguistic and intercultural learning sequences emerge.4. Environment triggered communication sequences emerge:

spontaneous language use5. Collaborative learning and learner autonomy are enhanced.

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The added value of integrating virtual interaction in education (2)

6. Participants favour experiences of enjoyment and success. 7. Support authenticity of learning by favouring motivation.8. Allows for action learning: language a resource for doing

things & engaging in meaningful co-activity (Thorne, 2010)

9. Significant impact of SL tasks on willingness to communicate.

10. Intersubjectivity and social empathy are enhanced

Page 40: Virtual worlds jauregi et al eurocall 2010 slideshare

Would you like to know more about NIFLAR?

Come and visit our session tomorrow on teacher skillsfrom 14.00-15.30!

Join us in niflar.ning.comwww.niflar.eu

Thank you for your attention!!