Exploring Second Life for Foreign Language
Exploring Second Life for Foreign Language[edit | edit source]
Quick Lesson Information[edit | edit source]
Introduction[edit | edit source]
Through technology and the Internet we have a great opportunity to enhance learning through different mediums. Exploring Foreign Languages through Second Life will give students the opportunity to chat with other language learners, chat with native speakers, learn about a different culture and create teachable moments. Using Second Life as a tool can help students obtain a greater understanding on a language concept or cultural concept.
Education in Second Life Video
Things to Think About Before Developing a Lesson[edit | edit source]
Quick Benefits[edit | edit source]
Listed here are some quick benefits to using Second Life for a Foreign Language
Learning Through Second Life[edit | edit source]
Here is the website to get started:
For the first time the students are logging in please make time for students to create an avatar through the Second Life website. This will probably take 10-15 min for a class of 20 students.
Also for the first time logging on you will need to install the software on to the computer that is going to be used. This time can be shortened if there is a school technician that can pre-install the software for you.
You can choose a location that is best suited for students that you have explored previously and that you think would benefit the students the most.
Have student explore the land and chat with other avatars. It might be best to include a sheet for things that students need to find as to encourage exploring the land.
After about 30 min of exploring have a set of question ready to ask the students. Here are some good examples of some questions:
Hopefully, this discussion about the land will foster some questions and curiosities about the language that you teaching, but also about the different culture.
Investigate Second Life Before Hand[edit | edit source]
To avoid any major concerns, it is a good idea to create an avatar on Second Life before hand. You may want to check survey a world before sending you class exploring there. Also, it may be a good idea to create the avatars for your students so you can set some security features.
Is Second Life Safe?[edit | edit source]
Although the majority of Second Life is an open forum and there can be some mature content there are ways to ensure some security. Follow these links below to learn more.
Promoting A Digital Learning Environment[edit | edit source]
Promoting a digital learning environment will give the students a different perspective on the curriculum that can help in a students understanding (Son, 2009). With this activity teachers have to opportunity to be deliberate in what they are teaching students. In Philosophy and Teaching by John Dewey he tells us to make students aware of what they are doing and their purpose of an activity (Dewey, 1916). Having the students participate in new activities can be refreshing for students as well as instructors. These new activities can create involved discourse that might lead to some teaching moments for the instructor that might not have otherwise happened. Some activates and discourse that happens in a classroom becomes routine and can become predictable for both the students and the instructor (Stigler & Hiebert, 1999).
Enhancing Learning Through Second Life[edit | edit source]
Enhancing Learning Through Second Life provides instructors a chance introduce something new to learners. Second Life for Foreign Language Learners can help increase language skills, help with grammar and spelling as well as increase students’ conversational skills. Learning though Second Life hopefully will help students as well as instructors further understand the notion that intentional learning can happen outside of a classroom and outside of traditional learning environments (Brown, 2008).
References[edit | edit source]
Dewey, J. (1916). Democracy and education: An introduction to the philosophy of education (pp. 28-48). New York, NY: The Macmillan Company.
Stigler, J. W., & Hiebert, J. (2009). The teaching gap: Best ideas from the world's teachers for improving education in the classroom (pp. 15-23). New York, NY: Free Press.
Son, J. Y., & Goldstone, R. L. (2009). Contextualization in perspective. Cognition and Instruction, 27(1), 51-89.
Delwiche, A. (2006). Massively multiplayer online games (MMOs) in the new media classroom. Educational Technology & Society, 9 (3), 160-172.
Brown, J. (2008). Teaching 2.0: Doing more with less. Retrieved from http://vimeo.com/7650988