e-LANGUAGE, e-CULTURE, e-LITERATURE
WITHIN A VIRTUAL LEARNING CONTEXT
Secondlife.Com
Gemma Delicado Puerto, Paula Ferreira da Silva
Department of English, EXTREMADURA University, Campus Universitario, Cáceres, Spain
Eva María Domínguez Gómez
Department of Didáctica de la Expresión Musical, Plástica y Corporal, Extremadura University, Cáceres, Spain
Keywords: Web-based learning, Virtual instruction, Web 2.0 (strategies and tools), Language, Literature, Culture.
Abstract: Already having an impact on language instruction, the lack of space offered to the implementation of new
technologies and the Web 2.0 within the humanities is particularly absent in the culture and literature
teaching fields. This absence has originated the proposal we introduce here. Along our discussion we seek
to demonstrate the projection and validity of the execution of these tools and its advantages for our potential
consumers, college humanities professionals, whom in general are not very familiar with the usage of ICTs
in the classroom. By offering students the opportunity to surface and network with some of the Web 2.0
tools on Second Life.com, a Web-based space, they will face the acquisition of language, culture and
literature through a challenging and dynamic approach, which represents a novel and motivating way of
learning. Used as an educational tool, Second Life serves as a context where users can meet, communicate
and learn from speakers of other languages and cultures in a synchronous way by transforming themselves
into cyber-characters, the so called avatars. Thus, residing and actively participating in Second life can be
for virtual students, more fruitful than learning through traditional instruction, since cyber-students interact
without time or space limits, breaking conventional classroom barriers. As a consequence, the Web 2.0
offers the potential of a wide range of resources for variable kinds of innovative teaching/learning purposes
which will contribute to enhance teaching within this discipline.
1 A FEW REASONS TO INCLUDE
TICS IN LITERATURE AND
CULTURE TEACHING
Several reasons to illustrate the contribution of the
implementation of new technologies to the
humanities area, more specifically to the literature
and culture teaching will be discussed ahead.
Worldwide, technology is transforming the world of
art. Artists make efforts to employ it as craft for their
masterpieces understanding this unusual
combination as a vehicle to integrate science and
humanities, positioning themselves at the forefront
of innovation. Under this premise, we will come up
with several questions; may technology also revolt
the world of humanities teaching as it is now
transforming the world of arts? Can traditional
culture, literature and language teaching be
enhanced by using conventionally opposed concepts
such as science and arts? How would this revolution
take place in traditional scholarly? The answer to
these enquiries is positive, if we consider emerging
in a virtual world based on the Web 2.0 as an
expansion of the traditional teaching/learning
methodology.
Language teaching has emerged in Second Life
and teachers and educators are taking an innovative
approach by combining Second Life with voice
messengers such as Skype and other online teaching
tools. Among other possibilities, Second Life offers
its residents both an internal voice and written chat
as a way of communication. The synchronous nature
of chat or Skype provides users with “spontaneous
responses promoting active culture learning” as
Mike Levy states (2007). For instance, through
339
Delicado Puerto G., Ferreira da Silva P. and María Domínguez Gómez E. (2009).
e-LANGUAGE, e-CULTURE, e-LITERATURE WITHIN A VIRTUAL LEARNING CONTEXT - Secondlife.Com.
In Proceedings of the First International Conference on Computer Supported Education, pages 338-345
DOI: 10.5220/0002158603380345
Copyright
c
SciTePress
chatting on line the technique known as role-play,
which makes students imagine an agreed situation
and act it out, extends far beyond traditional limits
and takes on dimensions simulating reality and
fantasy in this virtual world, “when the deepest
identity change is possible with a single mouse click,
the opportunities to play are endless” (Au, 2008, p.
79). In other words, a role is played starting with the
learners´ design of his/her avatar’s tailored outer
shell to act and react to multiple forms of situational
contexts with other cyber-characters.
By means of written or spoken chat or even E-
mail, Cyber-students or avatars can interact at any
time, anywhere and with anyone they come across,
so conventional classroom scheduled obstacles like
limited time, restricted space, monolingual together
with monoculture constraints and authentic identity
fade into the setting. For these reasons, a cyber-
world hosts the potential of opening up a wide range
of development for variable kinds of e-learning
exercises in a faster and wide-ranging manner.
2 SECOND LIFE AND WEB 2.0: A
CHALLENGE TO IMPLEMENT
ICTS WITHIN THE
HUMANITIES
Worldwide, ICTs are starting to be seen as a
powerful tool for language training. However, the
perception of new technologies as a positive strategy
for the culture and literature teaching has not been
deeply considered in higher education yet. In our
proposal, we aim to reveal the projection and
validity of the implementation of this tool and its
various resources for our potential consumers,
college humanities professionals, whom in general
are not very familiar with the use of ICTs in the
classroom. By registering in this course, students
will face the acquisition of language, culture and
literature through this challenging method which
will embody a ground-breaking approach for
specific learning purposes.
Our proposal is consequently centered on the
analysis of user-learner capacity to engage and
interact in the acquisition of foreign languages,
culture and literature. We believe total immersion in
the learning scenario of virtual worlds and Web 2.0
tools offer exposure to elements of interaction,
providing the means to create motivating
environments (Figure 1) for students to learn.
(Strevens, 2008).
Figure 1: Motivating environments for students.
Inspired by Neal Stephenson’s novel Snow
Crash, Second Life is a virtual world created in
2003 by Linden Lab. In this parallel cyber-world
people can communicate and culturally interchange
by turning themselves into virtual characters, or
avatars. In the same way, a novel approach
motivated computer engineers to create this
analogous world, now we intend to inspire people
within the humanities to approach literature, culture
and language from a more lively and pleasant
perspective. This constructivist point of view
consists on exploiting emerging technological
concepts, strategies and tools (wikis, blogs, videos,
video blogs, podcasts, networking, directories, tags,
etc.) related to the Web 2.0 through Second Life.
2.1 Some Advantages of using Web 2.0
Tools for Culture and Literature
Teaching as Target
The complete role-play practice is based on several
factors most of which are learner rather than teacher
oriented (Edwards et al, 2008). In this sense, a great
amount of attention is placed on the learner and the
teacher acts merely as a guide:
A) there is certain personal investment and
identification on the part of the learner
involved in creating an avatar and in carrying
out his/her actions. The avatar can ideally
become an alter ego of the student and
experience the advantage of learning in a 3D
scenario.
B) role-play and social interaction are not limited
to actual lesson time, but rather, can be
lengthened over time (Figure 2). In this sense,
Second Life is a creative and enjoyable
environment which opens up the traditional
classroom walls dynamically. This interaction
CSEDU 2009 - International Conference on Computer Supported Education
340
can be positively enhanced through the use of
forums, wikis, blogs and other tools related to
Web 2.0.
Figure 2: avatar performance and role-playing.
C) avatar performance is directed by the learner
who encounters and creates interaction in
simulated settings. Statism of regular
classroom where students only interact with
classmates becomes more dynamic since users
are now offered real distant contact to increase
their language practice and enrich their
specific cultural and literary knowledge.
D) avatar actions become gradually multifaceted
as she/he accumulates a past, lives out its
present, and makes future plans.
E) both the avatars' physical and psychological
features can vary, be true to life, or materialize
into “want to be” aspirations. In other words,
something like if our humanity students could
step outside their body and experience life
from a remote point of view.
F) Edwards et al (2008) argue that the identity of
the real life learner is fundamentally wrapped
in a protective simmer behind the concealing
shield of his/her avatar, which may be a
particularly eye-catching characteristic to
motivate students to take learning risks. A
similar shield found in writing or reading can
be overcome by providing more freedom and
interest in learning, when transforming into a
virtual identity.
3 A COURSE PROPOSAL FOR
LANGUAGE, CULTURE AND
LITERATURE e-LEARNING
3.1 General Objectives
In general terms, the usage of these new tools (blogs,
wikis, podcasts, videos), supposes promising
possibilities in several humanities areas for new
generation of students in a coming future. Major
differences can be noted between traditional
methodologies and the resources of the World Wide
Web, for example, computers and its capabilities for
searching information immediately allows Internet
to be conceived as a global virtual encyclopedia. The
net offers something radically different to traditional
sources of knowledge, given that it facilitates
students to quickly deepen into contents in
opposition to conventional slow searching in library
catalogs and indexes. Using Internet and Second
Life from a methodological approach is challenging
since it will open up the classroom walls and
boundaries engaging students with new experiences
such as immediate and active language and cultural
interaction, literature discussion etc.
Keeping in mind the aim of the study, the
feasibility of using the potential of the Web 2.0 for
literature, culture and second language learning will
be developed under the general hypotheses of how
much motivation, engagement and learning could
lay beyond the walls of the traditional classroom
space (Figure 3).
Figure 3: learning literature within a fast and inspiring
context.
Using the topic of travel literature as a pretext
for teaching our proposal is built as follows:
e-LANGUAGE, e-CULTURE, e-LITERATURE WITHIN A VIRTUAL LEARNING CONTEXT - Secondlife.Com
341
Introducing collaborative language /
literature teaching and learning (Web 2.0);
Developing a new medium of foreign
language and culture transmission; and
understanding of ICTs and its application
Introducing the topics of emigration and
identity in literature within the general topic of
Travel Literature.
3.2 Specific Objectives
Giving educators the opportunity to
research on the roles of management
platforms and virtual environments in
literature, culture and foreign language
learning and teaching.
Offering educators the opportunity to plan
strategies in order to apply the
methodology learned along this course with
their future potential students, especially
younger learners of foreign languages
because they already see the Internet as a
natural place to learn and play (Gibson,
Aldrich, and Prensky 2007).
Introducing migration and identity through
the presentation of different virtual worlds
and environments within the context of
travel literature.
Promoting interactive and collaborative
tasks as a means of acquiring linguistic and
cultural knowledge and developing
communicative competence.
4 COURSE PROPOSAL:
INTEGRATING LANGUAGE,
CULTURE, LITERATURE AND
ICT WITHIN THE
HUMANITIES CLASSROOM
Language teaching in virtual worlds is still at an
early phase of development, yet it is necessary to
generate research proving the advantages of the Web
for culture and literature training. Under this
emerging need, this project is aimed at being a
starting point conceived to be directed to
teachers/educators/ researchers of language,
literature and culture. The overall course will be
divided into ten sessions (forty-five minute each),
along which a certain amount of time will be
devoted to train users not familiar with certain
technological concepts to design and implement a
collaborative and interactive course in the Moodle
platform which will help them to enhance their
knowledge acquisition in creative ways.
After briefly stating the advantages of using
Moodle and other Web 2.0 tools, this article will
focus on the distribution of content and
methodological tools in the following charts (Figure
4).
SESSION Language / Culture and
literature objectives
SL/WEB 2.0
Instructions
Web 2.0 methodology and
tools
SESSION 1
Introducing participants into the
course and travel literature
(migration and identity)
Logging in Second Life
virtual world
First contact with Web 2.0
tools (wikis, blogs, video, chat,
Skype)
Web 2.0 (reading online, blog
posting, forum, tagging,
videoconferencing etc.) as a global
communicative language
Collaborative learning
Real distant interaction
Social constructivism
SESSION 2
Sub session
2a
Presenting the literary
context of travel literature
Introducing the books and
authors that will serve as samples
Knowing, analysing the
capabilities of Web 2.0 and the
Moodle platform
SL instruction and
potentials
Collaborative learning;
constructivism; interaction.
Tools: videoconference;
hypermedia; Second Life, Moodle
platform.
Figure 4: Table of content and methodological tools.
CSEDU 2009 - International Conference on Computer Supported Education
342
Sub session
2b
Introducing the topic of
emigration to the USA
Presenting videos made by
students at the end of the previous
session
Analysing SL as a teaching
and collaborative environment
SL instruction and
potentials
Collaborative learning
Interaction;
Tools: Web 2.0 video; blogs,
hypermedia; hypertext; Second
Life.
Communicating and interacting
online (forum, wiki, etc.)
SESSION 3
Sub session
3a
Introducing multiculturalism,
identity, discrimination, etc.
through the presentation of
different virtual worlds and
environments
Analysing SL as a teaching
and collaborative environment
Developing knowledge
through hypermedia
Collaborative learning;
constructivism; interaction;
developing knowledge through
hypermedia
Tools: voice; chat; hypermedia;
Second Life
Reading online; chat; video;
oral debate; slide presentation
Sub session
3b
Analysing multiculturalism,
identity, discrimination, etc.
through the presentation of
different interactive applications
Developing knowledge
through hypermedia
Interaction; collaborative
learning; constructivism.
Tools: video; hypertext;
Second Life; social networks,
Facebook
Communicating and interacting
online; sharing files; video
presentation
SESSION 4
Sub session
4a
Analysing literature
excerpts/stories
Exploring the potentialities
of SL as a teaching and learning
environment
Exploring the potentialities
of SL as a teaching
environment
Second Life potentials:
voice tool.
Web 2.0: social networks;
video sharing; online
communication
Moodle: quizzes
Introducing and teaching
Moodle multiple-choice quizzes
(use of quizzes for micro—skills
acquisition)
Collaborative learning;
constructivism; interaction;
developing knowledge through
hypermedia
Tools: voice; hypermedia;
Second Life; Moodle
Sub session
4b
Cultural and historical
background on emigration to the
USA
Methodological
exploitation and use of the tool
in SL
Web 2.0 potentials:
webpage; hypermedia
Collaborative writing /critical
thinking
Interaction; collaborative
learning; constructivism
Tools: images; hypertext;
Second Life; wiki; blog
Communicating and interacting
online; oral debate; uploading
images
Figure 4: Table of content and methodological tools (cont.).
e-LANGUAGE, e-CULTURE, e-LITERATURE WITHIN A VIRTUAL LEARNING CONTEXT - Secondlife.Com
343
SESSION 5
Analysing literary excerpts
dealing with emigration and
identity
SL instruction and
potentials of
Web 2.0: use of
COVCELL whiteboard; social
networks; video sharing; online
communication
COVCELL whiteboard
Collaborative learning;
constructivism; interaction.
Tools: voice; hypermedia;
Second Life; Moodle
Reading; chat; oral debate;
forum
SESSION 6
Giving a lecture in SL:
Literary excerpts dealing
with emigration, identity,
discrimination and cultural
differences
Second Life potentials:
oral presentation
Web 2.0: video sharing;
online communication
Moodle: creation of
content
Collaborative learning;
constructivism; interaction
Tools: voice; video;
hypermedia; Second Life; Moodle
Reading; chat; oral debate;
videoconference; PowerPoint
presentation
SESSION 7
Literary excerpts dealing
with cultural differences
Exploring SL virtual world
SL instruction and
potentials
Introducing Webquests;
Interacting in the Moodle
platform
Constructivism
SESSION 8
Discussing multiculturalism
and multicultural aspects of
language learning
Exploring SL virtual world
Teaching/Learning how to
make a blog
Blogging
Social
networking/communication
Collaborative learning;
constructivism; interaction
Tools: voice; hypermedia;
Second Life; Moodle; Webquest
Reading; chat; oral debate;
videoconference; PowerPoint
presentation
SESSION 9
Discussing multiculturalism
and multicultural aspects of
language learning
Coming in contact with
historical and cultural concepts
Exploring SL virtual world
Planning a closing meeting
in SL
Collaborative learning;
constructivism; interaction
Tools: voice; hypermedia;
Second Life; Moodle; social
networking/communication
Reading; chat; oral debate;
blog
SESSION 10
Evaluate and reflect on what
participants have learned to
extend discussions, to conclude
projects and to look at what the
future holds
Developing an interactive
and collaborative course in the
Moodle platform;
Second Life potentials:
oral and content presentation;
social interaction; role playing
Web 2.0 potentialities and
tools
Collaborative learning;
constructivism; interaction
Tools: voice; hypermedia;
Second Life; Moodle; social
networking/communication; social
networks
Reading; chat; oral debate;
blog; wiki; Webquest;
videoconference
Figure 4: Table of content and methodological tools (cont.).
CSEDU 2009 - International Conference on Computer Supported Education
344
5 CONCLUSIONS
The intention of our proposal based on performing
and developing innovative expansions of the Web
2.0 capabilities through Second Life, is to introduce
new teaching approaches, which place a high value
on participant’s creativity, participation, sharing, and
cooperation when learning (Figure 5).
Figure 5: Interaction and collaborative work in SL.
Our project helps users to discover e-language,
e-literature and e-culture by adopting collaborative
and interactive Web 2.0 tools. Despite the fact that
in the traditional classroom, the role of a teacher is
of an information deliverer and that of students is a
passive receiver, in Second Life both teachers and
students can co-tailor a learning atmosphere, being
an option to conventional classes when compulsory
circumstances are met. Even though in many
universities and other higher learning institutions,
the development of web-based projects is often the
consequence of casual acts of improvement initiated
by risk-taking individual researchers, as a variety of
adaptable, e-learning formats, programs and sites
become available, both teachers and students will
become fascinated in making the most of the
potentials of www.secondlife.com
.
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