DocumentCode :
1841023
Title :
Virtual Reality in College English Curriculum: Case Study of Integrating Second Life in Freshman English Course
Author :
Chung, Liang-Yi
Author_Institution :
Dept. of Appl. English, Chihlee Inst. of Technol., Taipei, Taiwan
fYear :
2012
fDate :
26-29 March 2012
Firstpage :
250
Lastpage :
253
Abstract :
Learning in a virtual context makes good use of online resources. It embodies an ideal blend of learning and digital technology. The question is how an English course should be designed to incorporate virtual reality and effectively promote motivation among vocational school students to inspire them to actively learn English via online resources. According to many studies, online virtual reality not only transforms one-way lectures into two-way interactions, it also changes the single-track approach that characterizes traditional teaching into a hybrid learning that takes place both “within the classroom” and “online”. Virtual learning platforms are convenient and expand learning by transcending space and time constraints. While the traditional “classroom setting” allows direct interaction so teachers could keep track of student´s progress, the virtual context provides students with opportunities to remedy their studies and carry out self-learning. The study is built upon autonomous language learning theories. Subjects of the study are first year students. A virtual platform for English learning is built, which combines actual classroom and work scenarios. Students are able to practice common workplace language in the virtual context of Second Life. The study ends by proposing some strategies for learning and teaching professional English at work.
Keywords :
Internet; computer aided instruction; educational institutions; humanities; information resources; natural languages; professional aspects; virtual reality; vocational training; Freshman English course; Second Life; autonomous language learning theory; classroom learning; college English curriculum; digital technology; hybrid learning; learning technology; online resources; online virtual reality; professional English teaching; self-learning; student progress; time constraints; two-way interactions; virtual learning platform; vocational school students; Avatars; Context; Educational institutions; Materials; Second Life; Technology-mediated English Learning; Virtual Reality; e-learning;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Advanced Information Networking and Applications Workshops (WAINA), 2012 26th International Conference on
Conference_Location :
Fukuoka
Print_ISBN :
978-1-4673-0867-0
Type :
conf
DOI :
10.1109/WAINA.2012.198
Filename :
6185131
Link To Document :
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