The
Integration of MUVEs into an EFL Classroom
The rapid
evolution of technologies has afforded the teachers the opportunity to
integrate virtual worlds into an EFL
language learning platform. MUVEs (multi-user virtual environments) provide learners
with various learning experiences by providing
learners with a convenient, practical and
reliable learning platform and experiences. However, some of these experiences are
sometimes difficult to offer in the real world because of the distance, cost,
time or impracticality. This is
particularly essential for ESL language learning and instruction, as ESL
students typically do not have the opportunity to enjoy authentic social and
cultural presences in traditional classrooms.
However, before designing EFL programs
and integrating virtual words as a way to solve the language learning problem
caused by a lack of authentic learning environments, it is essential to analyse and take
into consideration factors such as the needs of learners, culture, basic and technological competencies and so on.
Moreover, it is also essential
to take into consideration what the teacher wants the learners to gain: 'input'
and produce: 'output'. For instance, if the teacher aims to provide the learners with a more vibrant cultural and social experience, in
this case, Second Life (SL) can be a good choice for integration into the
classroom. Namely, as an EFL learning platform, Second Life (SL) can link
students and universities across spatial, temporal and cultural barriers and provide a richer
cultural and social experience for EFL students. From a teacher perspective, it also affords
authentic opportunities to learn about and practice teaching EFL students.
Furthermore,
SL also compiles visual and immersive components, synchronous interactions, and
opportunities to practice and perform in the language in the ways that the
traditional classroom setting does not allow. Furthermore, with broad access to
native speaking communities, SL affords the potential to address ‘‘five C’s:
Culture, Communication, Communities, Connections and Comparisons (National Standards for Foreign
Language Education created by the American
Council on the Teaching of Foreign Languages, ACTFL 2011). Thus, if the
teacher aims to boost learners speaking skills, overcome cultural barriers and
to address ''five C's'', the use of SL can be justified pedagogically.
On the other hand, Minecraft is much more
than a simple game; it is an activity
that the players want to talk about and explore the possibilities for finding
new information from multiple sources: research
from online resources, ask for assistance from someone else in the classroom or
use the game chat. Furthermore, it provides the learners with multiple contexts, by
bridging the gap between novice and experts. In other words, it opens up unique
opportunities for collaboration between less and more experienced gamers and
language users by allowing participants to learn from each other. Namely, it
can be considered as a differentiated virtual classroom, that responds to students
various levels and interests.
Thus, the feasibility of any game or technology into the
EFL language learning platform can be pedagogically justified if the teacher can find the synergy between the integration of
virtual worlds and pedagogy. Furthermore, teachers, by designing and
teaching programs in the virtual world, give
the students the opportunity to understand how they, as learners can create and
explore within a game environment and how they, as a community can bring their
experiences together as a shared narrative.
No comments:
Post a Comment