
Generating Adaptive Materials in a 3D Virtual World
PROCEEDINGS
Hiroki Ishizuka, Hokkaido University of Education, Japan
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, in Montréal, Quebec, Canada ISBN 978-1-880094-98-3 Publisher: Association for the Advancement of Computing in Education (AACE), San Diego, CA
Abstract
Computer Assisted Language Learning has established its own raison-d’etre in the 21st century. We have a variety of useful tools and systems available for language learning; chat, video conference, discussion board, LMS, SNS, etc. 3D virtual worlds are among these newly developed technologies, of which the distinctive features enable learners to be highly immersed in learning. The author, focusing on the immersive and creative aspects of 3D virtual worlds, constructed a language learning space in Second Life in 2011, where learners can experience English language tasks by communicating with intelligent agents (Ishizuka, 2012). The result of the evaluation experiment indicated that the space could motivate learners to study more. This paper attempts to propose and construct an efficient mechanism for generating language learning materials in this constructed learning space which are finely tuned to learners’ language proficiency and preference.
Citation
Ishizuka, H. (2012). Generating Adaptive Materials in a 3D Virtual World. In T. Bastiaens & G. Marks (Eds.), Proceedings of E-Learn 2012--World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 1 (pp. 1067-1072). Montréal, Quebec, Canada: Association for the Advancement of Computing in Education (AACE). Retrieved June 8, 2023 from https://www.learntechlib.org/primary/p/41738/.
© 2012 Association for the Advancement of Computing in Education (AACE)
Keywords
References
View References & Citations Map- Ishizuka, H. (2011). Automatized Interactive Task Space Using Agent in Second Life. Proceedings of E-Learn, USA, 2011, 2602-2612.
- Ishizuka, H. (2012). Designing language learning in 3D virtual world-Using Second Life as a platform. E-learning and education (eleed), 7. Retrieved from http://eleed.campussourgce.de/archive/8
- Dulay, H., Burt, M., and Krashen, D. (1982). Language Two. Oxford: Oxford University Press.
- Long, M.H. (1996). The role of the linguistic environment in second language acquisition. In W.C. Ritchie, & T.K. Bhatia (Eds.), Handbook of second language acquisition, 413-468. New York: Academic Press.
- Miyamoto, H., Okamoto, R., & Yano, Y. (1993). Environmental ICAI system for English conversation– Exploratory learning based on student’s error distinction. Technical Report of the Institute of Electronics, Information and Communication Engineers, 93, 9, 59-66.
- Morton, H. & Mervyn, A.J. (2005). Scenario-based Spoken Interaction with Virtual Agents. Computer Assisted Language Learning, Vol. 18, No. 3, 171-191.
- Okamoto, R., & Yano, Y. (1999). A presentation method of visual situations with 3D virtual space for computer assisted language learning. The Journal of Information and Systems in Education, Vol. 16, No.4, 199-207.
- Skehan, P.(1998). A cognitive approach to language learning. Oxford: Oxford University.
- Shiratori, K., Chan, R., & Hoshino, J. (2007). Negotiations of Meaning model on Task-based foreign language learning game system. IPSJ(Information Processing Society of Japan) SIG Report, 2007(37), 1-8.
- Yamamoto, H., Tagawa, T., & Miyazaki, T.(1993). ICAI System for Conversational English Based on Spoken Discourse Simulation. IPSJ(Information Processing Society of Japan) Journal, Vol. 34, No.9, 1967-1981.
These references have been extracted automatically and may have some errors. Signed in users can suggest corrections to these mistakes.
Suggest Corrections to References