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Language Teaching in 3D Virtual Worlds with Machinima: Reflecting on an Online Machinima Teacher Training Course

机译:使用Machinima在3D虚拟世界中进行语言教学:对在线Machinima教师培训课程的反思

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摘要

This article is based on findings arising from a large, two-year EU project entitled “Creating Machinima to Enhance Online Language Learning and Teaching” (CAMELOT), which was the first to investigate the potential of machinima, a form of virtual filmmaking that uses screen captures to record activity in immersive 3D environments, for language teaching. The article examines interaction in two particular phases of the project: facilitator-novice teacher interaction in an online teacher training course which took place in Second Life and teachers' field-testing of machinima which arose from it. Examining qualitative data from interviews and screen recordings following two iterations of a 6-week online teacher training course which was designed to train novice teachers how to produce machinima and the evaluation of the field-testing, the article highlights the pitfalls teachers encountered and reinforces the argument that creating opportunities for pedagogical purposes in virtual worlds implies that teachers need to change their perspectives to take advantage of the affordances offered.
机译:本文基于一项为期两年的大型欧盟项目的研究结果,该项目名为“创建Machinima以增强在线语言学习和教学”(CAMELOT),这是第一个研究machinima潜力的技术,这种形式的虚拟电影制作使用屏幕截图可记录沉浸式3D环境中的活动,以进行语言教学。本文考察了该项目的两个特定阶段的交互作用:“第二人生”中在线教师培训课程中的促进者与新手教师交互作用,以及由此产生的教师对机甲的现场测试。在为期6周的在线教师培训课程的两次迭代之后,从访谈和屏幕录像中检查了定性数据,该课程旨在培训新手教师如何产生机械舞和对现场测试进行评估,文章重点介绍了教师遇到的陷阱并增强了他们的能力。关于在虚拟世界中为教学目的创造机会的论点表明,教师需要改变观点以利用所提供的能力。

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