Eurocall 2010 Bordeaux: notes on Language learning in Virtual Worlds
12 dEurope/Berlin September dEurope/Berlin 2010 por Eduardo ValenciaI had a chance to review live the state of the art of Language learning in Virtual Worlds at Eurocal 2010 in Bordeaux (8-11 september). The V-lang consortium, to whitch we belong, is developping a virtual world designed for language learning in OpenSim and a specific methodology for language learning in virtual worlds: http://eduardovalencia.com/2010/03/10/11/
EUROCALL (the European Association for Computer Assisted Language Learning) aims to provide a European focus for the promulgation of innovative research, development and practice relating to the use of technologies for language learning.
5 projects of Virtual Worlds for Language Learning
This year in Bordeux Virtual Worlds for Language learning were one of the areas of the Conference.
I had the chance of listening to the presentations of as many as 5 different Virtual Worlds projects that have dealt with Language Learning.
- LSE Second Life exhibition Déjà Vu? http://eurocall2010.u-bordeaux4.fr/docs_en/PCW8.htm
- 3D world environments for second language learning: An evaluation of SIMiLLE http://chimera69.essex.ac.uk/SIMiLLE_Project
- NIFLAR (Networked Interaction in Foreign Language Acquisition and Research). http://www.niflar.eu
- AVALON. http://www.avalonlearning.eu
- Vocabulary Development in a Virtual World. Learning Chinese vocabulary in Second Life (sorry I got no link)
Featured projects: Déjà Vu and NIFLAR
I was particularly impressed by two projects: LSE Déjà vu and NIFLAR. Both are very strong at developing task oriented language learning in virtual worlds.
LSE Second Life Exhibition: Déjà vu is a virtual exhibition in Second Life that has been developed jointly by students learning French at the LSE (London School of Economics).
The LSE project consists of an art exhibition by the French artist Michel Herreria, where students participate by leaving their written notes and oral recordings with their comments on the multimedia works by Michel.
On the other hand they learn to build objects in Second Life (note cards, images for creating posters/clothing, etc). This creative experience is carried out in the target language (French).
NIFLAR is also a task based project. It runs both in Second Life and in Open Sim. Students have to carry a number of different activities in their virtual world, such as 1) They visit a virtual apartment: they have to discuss what they like and dislike in it. They also decide on what to do next: go to the cinema or pay a visit to Valencia, or a museum. 2) They visit to a rather bad Hotel. They have to complain at the reception. 3) A quizz contest on cultural subjects.
Conclusions by most projects
Though projects differ in their methodologies, there are some points on which they all agree.
a. Virtual worlds have a great potential in Language learning and teaching
b. Projects turn out to be motivating both for the students and instructors
c. Task based activities are favoured over other methodologies
d. Virtual worlds are not likely to go mainstream for a while, mostly because of the high technological requirements (graphical boards and the like…) and the hard user interface.














