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Virtual Worlds, Web. 2.0 and Online Learning. Thomas N. Robb Kyoto Sangyo University, Japan trobb@cc .kyoto-su.ac.jp http://tomrobb.org/weihai.ppt. Purpose. To define and clarify the relationship between Online Learning, Web 2.0 and “Virtual Worlds” What do they have in common?
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Virtual Worlds, Web. 2.0 and Online Learning Thomas N. Robb Kyoto Sangyo University, Japan trobb@cc.kyoto-su.ac.jp http://tomrobb.org/weihai.ppt
Purpose • To define and clarify the relationship between Online Learning, Web 2.0 and “Virtual Worlds” • What do they have in common? • How are they different • How can they complement each other?
Brief Explanations Blackboard - a for-fee course management system Blogger - a site for posting your own blog (or your students’) Flickr - a place to upload your photos and have others comment on them Gmail - The best free e-mail site Google - the premier web search engine Moodle - a for-free course management system Podomatic - for creating and publishing podcasts Quia - create customized educational software online (quizzes, and more) Secondlife - a virtual reality environment/community Skype - free telephone service, cheap computer-to-land service, too. Tappedin - for text chat, meetings with others for teacher professional development Wordchamp - provided rollover translations of words from one language to another Yahoo - for categorised information and many other services Youtube - upload your own videos and comment on those of others
Web 2.0 - What is it? • Tim O’Reilly
Similarities between SU & SL • Users can go to specific spaces within the world and interact with the other users who are there. • They can interact either in text or with various types of "emoting" -- nodding the head "yes", yawning, etc. although in SU these are only text-based, while in SL, they are portrayed realistically. • There are objects that can be given, taken and shared among people. • Since both involve real-time interaction, there are many opportunities for "speaking", using and being exposed to new vocabulary and grammar, asking for clarification, etc.
Differences between SU & SL • More visual – more opportunities for interaction • Game-like atmosphere is motivating
What Web 2.0 and Virtual Environments do not do • Paul Nation • Meaning focus input -- 25% • Meaning focus output -- 25% • Deliberate study -- 25% • Fluency development -- 25%
Real-life Problems • 1. Slow Internet connections at 4Mbps or less. • 2. Many sites blocked, including Google in one school that I visited in the West Midlands of the UK. In fact Google was blocked by thewhole of the local education authority. • 3. Downloading of MP3, AVI and MPG files blocked. • 4. Use of plug-ins such as Flash Player blocked. • 5. Social networking sites such as MySpace blocked. • 6. YouTube blocked. • 7. Filters that respond negatively to sites containing words such as "cocktail". (Graham Davies, on LearningTechnologiesSIG@yahoogroups.com May 26, 2007)
Conclusion • The Web is wonderful for self-study but... • web-based material is not graded and... • many, if not most, of our students still require a teacher as a guide and task-master. There is still a place for us, the teachers!
References - 1 Autonomous Technology-Assisted Language Learning, Available: http://en.wikibooks.org/wiki/ATALL. Au, W. J. (2006). The Second Life of Governor Mark Wagner. New World Notes (August 31). Available. http://nwn.blogs.com/nwn/2006/08/the_second_life.html. Campbell, A. (2007). Motivating Language Learners with Flickr, Available: http://e-poche.net/flickr. Chappelle, C. (1998). Multimedia Call: Lessons To Be Learned From Research On Instructed SLA. Language Learning & Technology, 2,(1), July 1998, pp. 22-34. Available: http://llt.msu.edu/vol2num1/article1/index.html. Davies, Graham (2007). Re: What is Web 2.0 ? Posting on LearningTechnologiesSIG@yahoogroups.com, May 26, 2007). e-Tandem. Available: http://www.slf.ruhr-uni-bochum.de/Tandem/etandem/
References - 2 O'Reilly, T. (2005). What is Web 2.0, Availalble: http://www.oreillynet.com/pub/a/oreilly/tim/news/2005/09/30/what-is-web-20.html. Peterson, M. (2000). SchMOOze University: A virtual learning environment. TESL-EJ, 4.4, Available: http://tesl-ej.org/ej16/m2.html. Robb, T. (2006). CALL and the Non-autonomous Learner: Build It, But Will They Come? in E Hanson-Smith & S Rilling, Learning Languages through Technology, Alexandria: TESOL, pp. 69-76. Schmooze University (Current version), http://schmooze.hunter.cuny.edu/. Schmooze University (Original version), http://schmooze.hunter.cuny.edu/test.html. Stevens, Vance (2006), Second Life in Education and Language Learning, TESL-EJ, 10.3, Available: http://tesl-ej.org/ej39/int.html.