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Learner participation patterns and strategy use in Second Life: an exploratory case study

机译:第二人生中的学习者参与模式和策略运用:探索性案例研究

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摘要

This paper reports on an exploratory case study that investigates the synchronous interaction of intermediate level EFL learners in the 3D virtual world Second Life. The subjects took part in three seventy-minute chat sessions that involved the use of affordances provided by a purpose-built world within this environment. Analysis of the data revealed that the context and tasks appeared to elicit a high degree of participation. The interaction was highly learner-centered, with the majority of messages exchanged between students. The analysis further indicated that the subjects overcame initial difficulties to produce coherent target language output focused on the tasks through collaborative interaction involving the use of five transactional and two interactional discourse management strategies. Transactional strategies identified in the data were the use of split turns, time saving devices, addressivity, upper case and quotation marks. Interactional strategies were the use of politeness and keyboard symbols. The majority of these represented transfers from strategies used in non-computer-based forms of communication. The others were adaptive behaviours appropriate to the online medium. The consistent use of these strategies enabled the subjects to manage their interaction in an effective manner. Learner feedback was largely positive, and indicted that participation appeared to engender high levels of motivation and interest. This paper concludes by identifying areas of potential in future research on the use of 3D virtual worlds in CALL.
机译:本文报告了一个探索性案例研究,该案例研究了3D虚拟世界Second Life中的中级EFL学习者的同步互动。受试者参加了三个七十分钟的聊天会话,其中涉及在这种环境下使用特定目的世界提供的能力。对数据的分析表明,情境和任务似乎引起了高度的参与。互动以学习者为中心,大多数信息在学生之间交换。分析还表明,受试者克服了最初的困难,通过协作互动(涉及使用五种交易和两种互动话语管理策略)来产生专注于任务的连贯目标语言输出。数据中确定的交易策略是使用拆分转弯,节省时间的设备,地址性,大写字母和引号。交互策略是礼貌和键盘符号的使用。其中大多数表示从非基于计算机的通信形式中使用的策略转移。其他是适合于在线媒体的适应性行为。始终如一地使用这些策略使受试者能够有效地管理他们的互动。学习者的反馈在很大程度上是积极的,并指出参与似乎引起了高水平的动机和兴趣。本文通过确定在CALL中使用3D虚拟世界的未来研究领域中的潜在领域作为总结。

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