Second Life (SL) is a virtual world developed by Linden Lab launched on June 23, 2003, and is accessible on the Internet. A free client program called the Viewer enables its users, called Residents, to interact with each other through avatars. Residents can explore, meet other residents, socialize, participate in individual and group activities, and create and trade virtual property and services with one another, or travel throughout the world (which residents refer to as "the grid"). Second Life is intended for people aged 16 and over, and as of 2011 has more than 20 million registered user accounts.
Built into the software is a three-dimensional modeling tool based around simple geometric shapes that allows a resident to build virtual objects. This can be used in combination with the Linden Scripting Language which can be used to add functionality to objects. More complex three-dimensional sculpted prims (colloquially known as "sculpties"), textures for clothing or other objects, and animations and gestures can be created using external software. The Second Life Terms of Service provide that users retain copyright for any content they create, and the server and client provide simple digital rights management functions.
Constructivist approaches
3D virtual worlds are often used for constructivist learning because of the opportunities for learners to explore, collaborate and be immersed within an environment of their choice. Some virtual worlds allow users to build objects and to change the appearance of their avatar and of their surroundings. Constructivist approaches such as task-based learning and Dogme are applied to virtual world language learning because of the scope for learners to socially co-construct knowledge, in spheres of particular relevance to the learner.
Task-based language learning
Task-based language learning (TBL) focuses on the use of authentic language and encourages students to do real life tasks using the language being learned. Tasks can be highly transactional, where the student is carrying out everyday tasks such as visiting the doctor at the Chinese island of Monash University (in Second Life). Incidental knowledge (about the medical system in China) can also be gained through such immersive TBL. Other tasks may focus on more interactional language, such as ones that involve more social activities or interviews within a virtual world.
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