2011
DOI: 10.1080/09588221.2010.538699
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Verbal interaction in Second Life: towards a pedagogic framework for task design

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Cited by 137 publications
(106 citation statements)
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“…In addition, by integrating appropriate tasks with sound pedagogical purposes, SL can support the multimember community in advancing toward language objectives or sense-making in student learning. Jauregi, Canto, de Graaff, Koenraad, and Moonen (2011) investigated the advantages of some specific types of tasks, and proposed a task design grid for task development and evaluation. They also explored whether the virtual world enhances interactions.…”
Section: Introductionmentioning
confidence: 99%
See 1 more Smart Citation
“…In addition, by integrating appropriate tasks with sound pedagogical purposes, SL can support the multimember community in advancing toward language objectives or sense-making in student learning. Jauregi, Canto, de Graaff, Koenraad, and Moonen (2011) investigated the advantages of some specific types of tasks, and proposed a task design grid for task development and evaluation. They also explored whether the virtual world enhances interactions.…”
Section: Introductionmentioning
confidence: 99%
“…Hew and Cheung (2010) categorized three main research topics in their survey of the use of threedimensional immersive virtual worlds in K-12 and higher education settings: affective domain, learning outcome, and social interaction. Furthermore, with respect to research on integrating SL in FL learning, "activity or task design for social interaction" is also one of most burning issues (e.g., Collentine, 2011;Deutschmann, Panichi, & Molka-Danielsen, 2009;Jauregi et al, 2011;Liou, 2011). For example, Deutschmann, Panichi, and Molka-Danielsen (2009) conducted a two-stage action research on designing activities for English oral participation in SL.…”
Section: Introductionmentioning
confidence: 99%
“…En los últimos años se han publicado numerosas experiencias educativas relacionadas con los mundos virtuales en diferentes áreas y disciplinas, como por ejemplo en salud (Jin, 2011), cirugía (Patel, Aggarwal, Cohen, Taylor & Darzi, 2013), microbiología (Spires, Rowe, Mott & Lester, 2011), bellas artes (Doyle, 2010), diseño y arquitectura (Thomassen & Rive, 2010), comunicación y aprendizaje de idiomas (Jauregi, Canto, de Graaff, Koenraad & Moonen, 2011), o el aprendizaje de competencias transversales (Cela, Esteve, Esteve & Gisbert, 2014). En un estudio publicado por Wang y Burton en 2012 se presenta la revisión de más de 100 artículos publicados en revistas científicas entre 2006 y 2011 sobre las aplicaciones educativas de estos entornos virtuales 3D, especialmente Second Life.…”
Section: Universitat Rovira I Virgili La Competencia Digital Docenteunclassified
“…Immersive learning technologies in the form of realistic simulations are widely used in medical training [Ruthenbeck and Reynolds 2015], military training [Bhagat et al 2016], language learning and teaching using Second Life [Jauregi et al 2011]. Moreover, 3D virtual worlds have been studied through the lenses of immersion and presence perceptions [Slater et al 2013].…”
Section: Introductionmentioning
confidence: 99%