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Game-like language learning in 3-D virtual environments Presenter: Ni-Jyun Cathy Liu Instructor: Dr. Pi-Ying Teresa Hsu Date: November 19, 2012

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Page 1: 10122603 cathy game like

Game-like language learning

in 3-D virtual environmentsPresenter: Ni-Jyun Cathy

Liu Instructor: Dr. Pi-Ying Teresa HsuDate: November 19, 2012

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CitationBern, A., Gonzale-Pardo, A., & Camacho, D. (2013). Game-like language learning in 3-D virtual environments. Computer & Education, 60 (1), 210-220.

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Introduction

Purpose

Literature Review

Methodology

Result & Conclusion

Reflection

Contents

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Introduction

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Background

Teacher needs to explore new ways to ensure that the competences students are expected to have at the end of the term are acquired.

Teacher needs to make sure that learners receive the necessary guidance to succeed in their learning.

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Abbreviation of terms

VWs Videogames and virtual worlds

ICTs Information Communication Technologies

VLEs Virtual Learning Environments

LMSs Learning Managements Systems

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Purpose

To determine whether the VirtUAM platform combined with game-like application enhances students’ learning and motivation

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Literature

Review8

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Key-principles of foreign language teaching

Motivate learners through meaningful and learner-focused topics.Provide learners with comprehensible input through context-based learning.

Provide learners with opportunities for real and meaningful interaction through task-based and goal-oriented activities as well as cooperative learning.

Underline the role of failure in successful language acquisition.Encourage learners to experiment and take risks while communicating in the target language.

(Deutschmann, Panichi, & Danielsen, 2009; Dornyei & Ushioda, 2010; Krashen, 2003; Moore & Kearsley, 1996.)

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Interaction is here seen as a

multidirectional process in which

students cooperate with instructors as

well as other learners in real time

activities, getting furthermore the

opportunity to perform tasks in a

collaborative way. The fact that a huge

number of real life activities can be

reproduced or simulated makes VWs a

highly immersive environment.

(Helmer, 2007; Melchor couto, 2010; Molka-Danielsen, 2009)

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VWs represent very stimulating

learning environments, as they

increase significantly students’

motivation as well as learning.

(Amory, 2010; Blanco, Torrente, Moreno-Ger, &Fernández-Manjón, 2009; Chang& Chou, 2008; Dondlinger, 2007; Garris, Ahlers,& Driskell, 2002; Lepper& Cordova, 1992; Mitchell& Savill-Smith, 2004; Torrente, Morenno-Ger, Fernanadez-Manjon,& Del Blanco,2009)

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Methodology

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8 months

Instruments

Pre-testPost-test

Questionnaire

Computers which installVirtual Worlds at

Universidad Autónoma de Madrid platform(VirtUAM)

85 Spanish University Students Who enrolled in a German language class

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Procedure

Conduct pre-test of The supermarket game

Play “The Supermarket game”

Conduct the post-test which is same as pre-test

Conduct the questionnaire

Total8

months

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Example of the test

KirschenApfelsinen

KiwisKürbisBirnen PfirsischeErdbeern

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Aubergine

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Structure of VirtUAM

Web portal

Grid

Database

system

Statistical analysis module

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Design of The supermarket game

Rooms Skills Goal Dynamic

Time

(Level 0) Meeting room

GeneralCommunication

Attend to students’ questionsIndividual tutoring

Depends onIndividual

needs

(Level 1) Training room

Listening comprehension

Activate and widen previous knowledge

Individual training

15–20 min

(Level 2) Quiz-room

Listening comprehension

Check the acquired knowledge

Teamwork, competition

10 min

(Level 3) Amusement arcade

Listening comprehension

& Reading

Consolidate oral comprehension

and widen reading skills

Individual, competition

15–25 min

(Level 4) Supermarket

readingCheck and consolidate

reading skillsIndividual, competition

20–40 min

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Design of The supermarket game

Meeting room (Level 0)18

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Training room (Level 1)

Design of The supermarket game

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Design of The supermarket game

Quiz-room (Level 2)20

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Amusement Arcade (Level 3)

Design of The supermarket game

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Supermarket (Level 4)

Design of The supermarket game

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Result&

Conclusion

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Null Hypothesis(H0)

Post-test scores are lower or equal to pre-test scores.

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Result of students’ score in the tests

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Result of Wilcoxon test

Test#Measurement

sW+ W0 α H0

Test2 42 26 248 0.01

Test3 42 11.5 248 0.01

Test4 25 0 68 0.01

Rejected

Rejected

Rejected

Null hypothesis will beaccepted if W+ >W0

rejected if W+ W≦ 0 26

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Question Students%The game helps me learn vocabulary 80

The game increases my motivation 86

The game makes learning easy 88

The game enhances the interaction with other players 80

The game makes me more active than in the classroom 40

The game makes me feel more relaxed than in the classroom 36

The game motivates me more to interact with others than LMS systems such as Moodle do 78

The game helps me improve my listening 69

The game helps me improve my writing 38

The game helps me improve my reading comprehension 65

The game helps me improve my pronunciation 74

The game permits me to practice my passive as well as active language knowledge 72

The game focuses mainly on the practice of passive language knowledge 28

The game offers opportunities to practice and improve communication skills 48

Results from the students’ evaluation

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Conclusion

Games make learning easier and faster.

Games make learning entertaining and fun.

Interaction in game-like applications is perceived to be free from the fear of failure.

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Reflection

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Need to find some way to solve the problem of the voice chat omission in the record

Need to find more collaborative and meaningful tasks in the game

The game-like application is different from other computer games. It’s interesting in English teaching and learning.

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Thanks for your

listening.

AdorableAmazingAttractive ---(Cathy,2012)

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