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L2 Immersion in 3D Virtual Worlds: The Next Thing to Being There?

Authors :
Paillat, Edith
Source :
Research-publishing.net. 2014.
Publication Year :
2014

Abstract

Second Life is one of the many three-dimensional virtual environments accessible through a computer and a fast broadband connection. Thousands of participants connect to this platform to interact virtually with the world, join international communities of practice and, for some, role play groups. Unlike online role play games however, Second Life is a user-generated social platform where users have the freedom to chat and learn, build, exhibit and sell their creations, and participate in immersive Role Play. This paper reports on findings and personal reflections on a project run over two and half years with students of three language programs at Victoria University of Wellington's School of Language and Cultures. The purpose of the project was to measure language students' willingness to use the L2 naturally and holistically when performing semi-authentic tasks while immersed in culturally themed 3D virtual environments. [For full proceedings, see ED565087.]

Details

Language :
English
Database :
ERIC
Journal :
Research-publishing.net
Publication Type :
Conference
Accession number :
ED565102
Document Type :
Speeches/Meeting Papers<br />Reports - Research