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The interplay of tasks, strategies and negotiations in Second Life

机译:第二人生中任务,策略和谈判的相互作用

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摘要

Driven by interactionist theory and operationalized by task-based interaction, this study aims to investigate EFL learners' task-based negotiation in Second Life (SL), a 3D multi-user virtual environment (MUVE). A group of adult EFL learners with diverse cultural/linguistic backgrounds in L1 participated in this task-based virtual class. Learners used avatars to interact with peers in communication tasks via voice chat. Discourse samples were collected through their oral production to examine their language patterns during negotiated interaction. A framework of negotiation of meaning was employed to code and analyze the transcribed data. Two types of negotiation routine were identified: single-layered trigger-resolution sequence and multi-layered trigger-resolution sequence. Specifically, the interrelationship among task types, negotiation and strategy use was also established in the study: jigsaw task prompted the most instances of negotiation and strategy use, followed by information-gap and decision-making tasks, whereas opinion-exchange task triggered the least. This study suggests that two-way directed tasks with convergent, obligatory, single-outcome conditions will stimulate more cognitive and linguistic processes of negotiation involving interactional modifications - leading to more complex and lengthy negotiation routine. It is concluded that SL as a 3D MUVE is conducive to theoretically-driven, pedagogically-sound, task-based research in language acquisition.
机译:本研究以交互论理论为驱动,并通过基于任务的交互进行操作,旨在研究第二语言(SL)(一种3D多用户虚拟环境(MUVE))中EFL学习者基于任务的谈判。一组在L1具有不同文化/语言背景的成人EFL学习者参加了此基于任务的虚拟课程。学习者使用化身通过语音聊天在通信任务中与同伴互动。话语样本是通过口头制作收集的,以在协商互动过程中检查其语言模式。意义协商框架被用来编码和分析转录数据。确定了两种类型的协商例程:单层触发解决序列和多层触发解决序列。具体而言,在研究中还建立了任务类型,谈判和策略使用之间的相互关系:拼图任务促使谈判和策略使用的实例最多,其次是信息差距和决策任务,而意见交换任务触发的最少。 。这项研究表明,具有定向,强制性,单一结果条件的双向定向任务将激发涉及交互修改的更多的认知和语言谈判过程,从而导致谈判过程更加复杂和冗长。结论是,SL作为3D MUVE有助于在语言习得中以理论为基础,以教学法为基础的基于任务的研究。

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