Using a quest in a 3D virtual environment for student interaction and vocabulary acquisition in foreign language learning

Denise Kastoudi

Abstract

The gaming and interactional nature of the virtual environment of Second Life offers opportunities for language learning beyond the traditional pedagogy. This study case examined the potential of 3D virtual quest games to enhance vocabulary acquisition through interaction, negotiation of meaning and noticing. Four adult students of English at advanced level and a native speaker of English formed two groups, one group of two students and one group of two students and the native speaker. The groups took part in the Pot Healer Adventure Quest in Second Life. Qualitative analysis showed that a) there was a great amount of output and meaningful interaction, as well as negotiation of meaning and negative feedback for the words tested, b) small but substantial quantities of incidental learning of vocabulary occurred, together with some small samples of incidental learning from some students, and c) noticing worked very well in the activity, due to the combination of the written chat, the virtual environment and the game itself. There is a need to promote the creation of quests that will combine the attractive elements of games with the aim of second language learning. More research is needed to see how we can have effective language learning while interacting in virtual environments. More study cases with various samples should be conducted for more conclusive evidence.

Keywords

Virtual environments; quest; Second Language Acquisition; interactional theories; incidental and intentional learning; vocabulary learning

Full Text:

PDF

References

Baltra, A. (1990). Language Learning Through Computer Adventure Games. Simulation and Gaming, 21 (4), pp. 445-452. Sage Publications, Inc. Found at: http://sag.sagepub.com/cgi/content/abstract/21/4/445 https://doi.org/10.1177/104687819002100408

Ellis, R. (1990). Instructed second language acquisition: learning in the classroom. Basil Blackwell Ltd. Oxford, UK.

Fokidis, Μ., Τsolakidis, Κ. (2007). Εικονική Πραγματικότητα στην Εκπαίδευση: Θεωρία και Πράξη. Αθήνα: Ατραπός.

Gass, S. M. (2003). Input and Interaction. In Doughty C. J. & Long M. (Eds.), The Handbook of Second Language Acquisition (pp. 225-251). Blackwell Publishing Ltd. https://doi.org/10.1002/9780470756492.ch9

Gee, J.P. (2005). Good Video Games and Good Learning. Phi Kappa Phi Forum, E-learning, 2005 - Symposium Journals. Accessed on 15/11/09 at the following site: https://www.umt.edu/ce/fire/documents/PreworkGoodVideoGamesandGoodLearning.pdf

Gee, J.P. (2007b). Good video games + good learning: collected essays on video games, learning, and literacy. New literacies and digital epistemologies. New York, Peter Lang. https://doi.org/10.3726/978-1-4539-1162-4

Hulstijn, J. H. (2003). Incidental and Intentional Learning. In Doughty C. J. & Long M. (Eds.), The Handbook of Second Language Acquisition (pp. 349 -375). Blackwell Publishing Ltd. https://doi.org/10.1002/9780470756492.ch12

Jepson, K. (2005). Conversations and Negotiated Interaction in Text and Voice Chat Rooms. Language Learning & Technology, 9 (3), pp 79-98. Found at: http://llt.msu.edu/vol9num3/jepson/

Mikropoulos, T. Α. (2000). Presence: a unique characteristic in educational virtual environments(Electronic version). Virtual Reality, 10, 197-206. https://doi.org/10.1007/s10055-006-0039-1

Mitchell, R. & Myles, F. (2004). Second Language Learning Theories. London: Hodder Arnold.

Ohta, A. S. (2000). Rethinking interaction in SLA: Developmentally appropriate assistance in the zone of proximal development and the acquisition of L2 grammar. In J. P. Landolf (Ed.), Sociocultural Theory and Second Language Learning (pp. 50 - 78). Oxford: Oxford University Press.

Pereira, J. (2009). Language Learning Quests in Second Life: a framework for blending digital game based learning and virtual worlds. Dissertation at the University of Manchester, published at APPI conference, Lisbon, May 2009. Accessed on 13/1/2010 at: http://www.theswanstation.com/APPI_09.html

Prensky, M. (2007). Digital game-based learning: practical ideas for the application of digital game based learning. St. Paul, MN. Paragon House.

Schmidt, R. (1994a). Implicit learning and the cognitive unconscious. In N. Ellis (Ed.), Implicit and explicit learning of languages, pp. 165-209. London: Academic Press.

Sullivan, P. N. (2000). Playfulness as mediation in communicative language teaching in a Vietnamese classroom. In J. P. Lantolf (Ed.), Sociocultural Theory and Second Language Learning (pp. 115 -131). Oxford: Oxford University Press.

Abstract Views

87
Metrics Loading ...

Metrics powered by PLOS ALM

Refbacks

  • There are currently no refbacks.




Licencia Creative Commons

This journal is licensed under a  Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 License.

Universitat Politècnica de València

e-ISSN: 1695-2618    http://dx.doi.org/10.4995/eurocall