Reward models for active language learning in 3D virtual worlds

Games are often used as incentive based approaches in learning a foreign language. A common part of DVD based toolkits; for example, include vocabulary, sound clips of the target language, exercises for learners to record their own voice, and games. The games can be matching exercises involving sound, text and images. What is missing from such standalone tools are other active speakers. Chat rooms can somewhat address this, but students often meet other students at the same level. In contrast, the 3D multi user virtual environment (MUVE) of Second Life, also referred to as a virtual world, offers social context that can allow for voice and text communication for language learning, often with native speakers of the target language. Reward models in such social contexts can have greater effect on the engagement and motivation of language learners. This article first presents a literature review of reward models used in learning and teaching in virtual worlds. We secondly identify the elements that need to be included in a reward model for active language learning in Second Life. We describe the stakeholders' perspectives (educators and students) and suggest how the model should be integrated into the design of the virtual island or "sim" and into a course design.

[1]  Chris Crawford,et al.  Chris Crawford on Game Design , 2003 .

[2]  Neal Hallford,et al.  Swords & Circuitry: A Designer's Guide to Computer Role-Playing Games , 2001 .

[3]  Martin Oliver,et al.  Learning, Teaching and Ambiguity in Virtual Worlds , 2010, Researching Learning in Virtual Worlds.

[4]  E. Deci,et al.  Handbook of Self-Determination Research , 2002 .

[5]  R. Oxford,et al.  Language Learning Motivation: Expanding the Theoretical Framework , 1994 .

[6]  Lloyd P. Rieber,et al.  Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games , 1996 .

[7]  E. Deci INTRINSIC MOTIVATION, EXTRINSIC REINFORCEMENT, AND INEQUITY , 1972 .

[8]  Katie Salen,et al.  The Game Design Reader: A Rules of Play Anthology , 2005 .

[9]  E. Deci,et al.  “Facilitating optimal motivation and psychological well-being across life’s domains”: Correction to Deci and Ryan (2008). , 2008 .

[10]  FengXia Wang,et al.  Motivation and English Achievement: An Exploratory and Confirmatory Factor Analysis of a New Measure for Chinese Students of English Learning , 2008 .

[11]  David Crookall Editorial: Future Perfect? , 1990 .

[12]  Rachel Bellamy,et al.  Learning conversations , 1998, SGCH.

[13]  E. Ushioda Language learning at university: Exploring the role of motivational thinking , 2001 .

[14]  Bonnie A. Nardi,et al.  Learning Conversations in World of Warcraft , 2007, 2007 40th Annual Hawaii International Conference on System Sciences (HICSS'07).

[15]  Richard Heywood Swan,et al.  Deriving Operational Principles for the Design of Engaging Learning Experiences , 2008 .

[16]  Philip H. Mirvis Flow: The Psychology of Optimal Experience , 1991 .

[17]  Chris Crawford,et al.  The Art of Computer Game Design , 1984 .