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Mercedes Coca, Tamy Zupan Athina Chatzigavriil Readiness to implementing Second Life in the language curriculum; Spanish Club in Second Life
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Session Overview LSE Spanish Club in Second Life Pilot project overview Findings: Strengths – Challenges & lessons learnt Q & A Debate discussion
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Castors Retreat – The LSE island
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The idea: an enthusiastic teacher Experience as student Digital Game Based Learning Final Year party Research interest Readiness to Adopting Second Life by Language Teachers in British Higher Education Design Issues
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The pilot: Spanish Club in SL Pilot period: January-March 2009 Teachers: Tammy & Mercedes Support: CLT
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Decisions taken Which course? Compulsory v. Optional Degree v. Certificate Open to all students v. Limited number How many students? 12 students (max) Recruitment: Flyer/ppt Pedagogical model? Informal (Games/Conversation) v. formal academic activities (Simulations) Frequency? Length: 20 hours (10x2h) Training Who/How/When/Where
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Informal model: Conversation / games Self-contained tasks Not building across sessions Tasks: Treasure hunt, karaoke, acting, role playing etc Formal academic model: Global simulation Progressive tasks Building across sessions Tasks: Una ONG en Latinomérica Initial modelFinal model
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Tasks of simulation NGO in LatinoAmerica Choosing the NGO Deciding the name Mission statement Press release/interview Advertising a new post Person specification Job description Job interview Fund rising event
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Support and Training Development of the island Documentation wiki http://castorsretreat.wetpaint.com/http://castorsretreat.wetpaint.com/ SL at LSE computer room Face-to-face student training CLT support during sessions
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Findings: Strengths Offered an immersive and “relaxed” environment Enhanced creativity (i.e. creating avatars) Students perceived attention of teacher much higher Provided extensive and meaningful interaction enhancing student involvement in the tasks Allowed students to focus on the means rather than the form (forgot that they were learning a language) Offered participants the opportunity to explore topics meaningful and relevant to the curriculum Reinforced peer relations, group cohesion and group dynamics The use of collaborative tasks enhanced communication Developed emotional learning Wealth of media in one spot
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Findings: Challenges - Lessons learnt Multitasking and flexibility Requirement of highly structured sessions Management of activities and students (incl. time) Liaise with many people Simulations not fully explored Technical, accessibility and usability issues (platform/institution/individual) Identity in virtual world and how to cope technically Immersive environment (not for all) Emotional challenges Appropriate use of platform: reconcile the school priorities with perceived ludic activities Individual perceptions: attitude to fun and digital games
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Thank you Questions Contacts: Mercedes Coca: m.coca@lse.ac.ukm.coca@lse.ac.uk Tamy Zupan: zupant@regents.ac.ukzupant@regents.ac.uk Athina Chatzigavriil: a.chatzigavriil@lse.ac.uka.chatzigavriil@lse.ac.uk
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