Sunday, September 19, 2010
Virtual Reality in the Classroom
Virtual Reality in the Language Classroom
As technology advances to meet future needs, education is presented with how it will address the latest use of technology in the classroom. In particular, language teachers must consider how implementing new technologies in the language classroom will affect students and benefit their learning through practical activities that promote the use of the target language in more authentic and meaningful contexts. Teachers should also continue to strive for more interactive learning activities that use technology to inspire and motivate students.
Kim (2010) wrote an article featured in the Korean Times about a trial using virtual reality in the English classroom. The software was developed by Electronics and Telecommunications Research Institute (ETRI) who saw virtual reality as a tool to bring a real-time interactive program to students in the English classroom in Korea. This essay addresses the use of virtual reality (VR) in the language classroom by defining virtual reality and reviewing some of its uses. This essay will also cover how VR is used to support learning and teaching, opportunities it affords, and the implications for its use in language classrooms.
Definition of Virtual Reality
Virtual Reality is defined as the use of computer graphics in conjunction with various displays that are interfaced to give the perception of being immersed in a 3D computer-generated environment and is totally interactive (Pan, Cheok, Yang, Zhu and Shi, 2006). Pantelidis, as cited in Schwienhorst (1998), described it as a computer-based environment that incorporates multimedia so that the user can become a participant in the highly interactive virtual world. A person is able to move around in the virtual world, viewing it from different angles and interacting with the environment. Virtual reality uses head-mounted displays (goggles or helmets), boom-mounted displays or surround-screen projection-based displays to view the virtual environment. A boom-mount display is suspended from an articulated arm and is held to the user’s head.
Virtual learning environment (VLE) is a system that supports teaching and learning in an educational setting through use of 3D virtual learning spaces. The variety of places that people can explore and experience is unlimited due to the capability to represent the past, present and/or future. For example, students can learn about ancient England by walking its streets, visiting castles, and interacting with its people.
Uses in Virtual Reality
Virtual reality is used in many fields to train professionals in realistic environments but without the cost or risk of actually performing the task in real life. Medical students can perform zero-risk surgeries and automotive students can build engines, transmissions, or whole cars. Commercial Airlines use VR to train pilots in flight simulators presenting them with various problems to solve during the flight whereas the US military uses it to train soldiers in war game simulations. The Virtual Reality Medical Center in California employs VR as an exposure therapy to treat panic and anxiety disorders (McMenemy and Ferguson, 2007).
Virtual reality technology is still rather expensive so many schools have not yet explored its use in classrooms. In the article from the Korean Times (2010), virtual reality has just started surfacing in Korea but has made such a substantial impact on the English language teaching community that it is spreading to other schools throughout the country. They aimed to provide a more efficient way to teach English to Korean students and provide them with life-like interaction with foreigners especially since many schools are without native English teachers. The pilot began with one elementary school in Daejeon, South Korea in 2009 but eventually 13 more schools adopted the program because they thought it provided a useful and helpful way for students to practice their English. South Greenville Elementary School in North Carolina uses VR with advanced students who are in the Young Einstein Club. They collaborated to design and build their own learning environment using Virtus Walk Through Pro. The University of Luebeck in Germany undertook a study in which they had a 3rd grade class use virtual reality to create an augmented reality type environment. Pan et al. (2006) described this as an incorporation of virtual objects, produced by computer graphics, into a real three dimensional scene. The class used LEGO software to build their virtual environment and in the process increased knowledge about the arts and computer science.
VR Support of Learning and Teaching
While there is no real substitution for human-to-human interaction where they meet in the same physical space to share their hopes, fears, dreams, aspirations and experiences, there are alternative ways to share (Harmer, 2007). Virtual reality allows students to use the language in simulated situations where they can interact with people within the environment. In some VRE students are exposed to authentic language. Harmer (2007) defines authentic language as normal and natural language used by native speakers where no allowance is made to foreign speakers. According to Sekiguchi, Gruba and Al-Asmari (2006), it has the potential to introduce culture in the language classroom using VR. They noted that cultural learning was made possible through exchanges and interaction that could not be found in books that included such things as concepts and personal observations. Mitchell and Myles (2004) contend that language and culture are inseparable, but are acquired simultaneously. Learners are exposed to rich learning environments that are interactive and learner-centered. With virtual reality, students put themselves in various realistic settings and learn the language by experimenting with the language and taking an active role the learning process. Teachers can use virtual reality to provide a less formal way to study that is fun and more realistic than pictures, dialogues and texts from a course book. Jung (2002) suggests learners may learn not only the target language but also new ways of thinking. Additionally, students may be able to use a variety of multimedia to communicate, e.g. text or audio chat system, that allow users to engage in meaningful language exchanges.
Opportunities
Using virtual reality in the classroom gives the teacher the opportunity to have greater participation from students. Vygotsky, as cited in Daniels (2001), stated that learning is social and using VR in the class allows continued social interaction necessary for developing language skills. The teacher can adapt the virtual learning environments based on the needs of different users and because virtual reality offers such diversity, it stimulates students’ interests and provides motivation to learn (Schwienhorst, 1998). An additional benefit is it can help teachers overcome problems associated with traditional language classrooms that rely so heavily on textbooks and local resources (Jung, 2002). Another use is collaborative learning in which students become responsible for their own learning and the teacher acts as a facilitator of the learning experience (Kirner, Kirner, Kawamoto, Cantao, Pinto and Wazlawick, 2001).
Practical Implications
Virtual reality facilitates language learning by exposing students to large quantities of comprehensible input, keeping students actively engaged and instituting positive learning environments (Jung, 2002). The simulated learning invites students to develop critical thinking and problem-solving skills through collaborative and authentic communication. The development of learner autonomy can be supported by VR because of the generous amount of interaction with native speakers and the environment (Schwienhorst, 1998).
A hot topic within research on VR is that of distributed Virtual Reality. This means that we can run a simulation on one computer in one place as well as run that same simulation on several connected computers around the world. This enables people from all over the world to connect and converse within the same virtual environment (McMenemy et al., 2007). Teachers can use this technology as an extension of classroom lessons where students are given time to investigate during class or as homework on a virtual website. It can be used to develop vocabulary skills, improve speaking and fluency, and/or to explore certain topics in more depth while engaging in the use of the target language and in the learning process.
There are several issues that need to be addressed before using VR in the classroom. First, it is still relatively expensive and many schools will not be able to afford it. Rich school district may be more likely to purchase such technology while poor school districts may not be able to provide for their learners. It may also cause mild health problems especially if it is used for more than 15 minutes. These may include increase in heart rate and blood pressure, vision-induced motion sickness due to disorientation from lag time (McMenemy et al., 2007). Cromby and Win, as cited in Jung (2002), suggested that students who spend a large quantity of time in virtual reality might experience withdrawal from real-life situations or become socially isolated. Another serious problem, Jung suggests, is students might pick up on social prejudices such as racism or sexism because of the designers’ programming.
Conclusion
Virtual reality is about trying to trick users into believing that they are in a different environment that consists of numerous engaging activities to get users to interact and communicate in the target language. Virtual reality benefits students because it provides features that support student motivation, socialization and interaction. Students have the opportunity to engage in the learning process by experimenting with language in specific contexts. Harmer (2007) believes learning takes place when students use and interact with the language. Students can present themselves as avatars, collaborate to build virtual structures, or interact with others through conversations. Teachers benefit as well, because virtual reality assists teachers in enabling students, through learner-centered activities, to use prior knowledge obtained in lessons.
References:
Daniels, H 2001, Vygotsky and Pedagogy, RoutledgeFalmer, New York.
Harmer, J 2007, The Practice of English Language Teaching, 4th edn, Pearson Education, Harlow, England.
Jung, HJ 2002, ‘Virtual Reality Modeling Language’, The Internet TESL Journal,vol 8, no. 10, October, accessed 12/09/2010. http://iteslj.org/Articles/Jung-VR.html
Kim, TG 2010, ‘Students Learn English Using Virtual Reality’, Korean Times, accessed 03/09/2010. http://www.koreantimes.co.kr/www/new/biz/2010/02/123_72515.html
Kirner, TG, Kirner, C, Kawamoto, ALS, Cantao,J, Pinto,A & Wazlawick,RS 2001,‘Development of a collaborative virtual environment for educational applications, in Proceedings of the Sixth International Conference on 3D Web Technology, 19-22 February, Paderbon, Germany.
McMenemy, K & Ferguson, S 2007, A Hitchhiker’s Guide to Virtual Reality, A K Peters, Ltd, Wellesley, Massachusetts.
Mitchell, R & Myles, F 2004, Second Language Learning Theories, 2nd edn, Hodder Education, London.
Pan, Z, Cheok, AD, Yang, H, Zhu, J & Shi, J 2005, ‘Virtual reality and mixed reality for virtual learning environments’, Computer & Graphics, vol. 3, pp20-28.
Schwienhorst, K 1998, ‘The ‘third place’ – virtual reality applications for second language learning’, ReCall, vol. 10, no. 1, May, pp118-126.
Sekiguchi, S, Gruba, P & Al-Asmari, AR 2006, ‘Integrating culture in the second language curriculum through a three-dimensional virtual reality environment’, in Proceedings of the 23rd Annual Australian Society for Computers in Learning in Tertiary Education (ASCILITE) Conference: Who’s learning? Whose technology?, Sydney, Australia, 3-6 December 2006.
Sunday, August 29, 2010
Website Evaluations
www.starfall.com,
Target Group: Elementary Students, Skill: Vocabulary
Starfall.com is a website professionally developed by educators, artists, designers, musicians, and overseen by engineers and quality assurance. The goal of the site is to “develop skills that will transition from learning to read to reading to learn.” This site offers activities that deal with letter-sound relationships and is a great way to use phonics to help teach students words and reading. With its easy to navigate screens, Starfall lets children explore various topics which are colorful, engaging, interactive and fun. The stories are exciting and children get to create their own character as part of some stories. Each word is clickable which gives students the option of hearing the story or reading it.
Reading is a great way to build vocabulary and see it in context. This site develops children’s reading skills and teaches vocabulary through an array of activities that include stories, songs, poems and games. I would have students use this site when they visit the English Lab for independent study or for homework to have them learn new vocabulary.
www.vocabulary.co.il by Jacob Richman
Target Group: Elementary Students, Skill: Vocabulary
Vocabulary.co.il is a website whose purpose is to create fun and engaging activities that will help develop English vocabulary and can be used for grades K-12. These activities can be used either individually at home or in the classroom. This site is owned and operated by a small family who believes vocabulary is essential for language development and learning should be fun.
The games are categorized by grades and offer a wide array of activities from memory match, unscramble to story blanks. Students must interact with the site to respond to the questions or demands of the games.
I would use this website in class to offer a change of pace and a break from the textbook. Students enjoy games because they are fun, but these games are also educational. To add even more excitement, pair the class off into teams and provided a reward for the team that wins. This not only stimulates interest but competition.
www.esl-kids.com by Nick Ramsay
Target Group: Teacher
Resources/ Vocabulary
ESL-Kids.com is a teacher’s resource website that offers worksheets, flashcards, and song lyrics for use in class. The best part about it is that most of the resources are FREE!
Although the site is small, it is expanding. The worksheets are colorful and you can use the ones provided or customize the worksheets by using the worksheet generator.
There is a nice variety of worksheets and you can even make board games and customize it to fit a particular topic. This website not only provides these products, it also provides links to other sites and has an ESL bookstore. Teachers are always looking for new ideas and I think this site offers plenty. I would definitely use the worksheet generator to create worksheets specific to my students’ needs especially in creating interesting vocabulary lists and spelling tests. The flashcard section is another area I would use to help my students with building their vocabulary. The cards are already made and are in PDF format listed by category.
http://learnenglishkids.britishcouncil.org
Target Group: Elementary Students
Skill: Vocabulary
LearnEnglishkids.britishcouncil.org is an excellent website that focuses on all four language skills and developed by the British Council for the purpose of promoting English language learning in a fun and exciting manner. Games, stories, songs, pod casts and video clips are offered in this multimedia site. The design is colorful, well organized and eye-catching. No matter what activity students choose to do, they will surely encounter vocabulary and learn how to use those words in authentic situations. These activities will rouse the senses and motivate students to investigate the abundant resources they have at their disposal. Practical exercises are incorporated and they provide timely feedback, both positive and negative. Children will enjoy exploring this website whether they are playing games, practicing listening skills or learning new words.
This site would be useful in class as an extension of the lesson. Instead of just focusing on the textbook, have students work in small groups (3 or 4) and read and listen to a story while noting any words they do not know. This website could also be used for homework.
www.learningchocolate.com by Wilson
Target Group: Elementary Students
Skill: Vocabulary
LearningChocolate.com is an interactive website designed to develop vocabulary. Specifically, the website is aimed at helping students memorize their vocabulary using fun activities like games, pictures and sounds. Like the name implies, chocolate is enjoyable and so should learning. The vocabulary is grouped into categories that provide an introduction to the words followed by matching, gap filled, and dictation exercises. The words lists include pictures with audio that allows the listeners to pronounce the words correctly and use it to answer listening questions.
Although this site is well designed, there are several missing elements. First, the words are not used in a sentence or shown in context. While the feedback is external, it does not provide correct responses for the incorrect answers. This does not benefit the learner and they may walk away without knowing the correct answers.
I would use this in class to augment the lesson particularly using the introduction and the gap filled exercises. This site would also be useful to review words and practice spelling them as homework. Struggling students may find this site helpful because of the pictures and exercises to help memorize the words.
Software Package Evaluation: The Interactive Picture Dictionary
Software Package: The Interactive Picture Dictionary (1995-1999)
Produced by Protea Textware Pty Ltd
Hurstbridge, Victoria, Australia
Context: Elementary (between A1 and A2) for ESL students in elementary school in South Korea.
Skills: Vocabulary, Spelling
The Interactive Picture Dictionary CD-Rom is designed for classrooms, libraries or home study. It provides content rich topics that teach vocabulary and spelling. There are six main groups with over 40 topics. It is self-paced so it allows the students to explore the areas that interest them the most. The software is simple to navigate from activity to activity and provides instant feedback when necessary. This is a solid instructional tool that is highly interactive.
This program is mostly intended for beginners to intermediate language levels but would suite special needs students as well. Use of the dictionary would best suit individual or pair-work study and would encourage autonomy. The activities engage learners in the learning process and provides for both visual and aural learners. The activities range from three types of spelling games to gap filled exercises using the vocabulary words studied. There is a picture for each word that not only provides an audio to help with pronunciation but it also puts the word in a sentence so students can see it used in context. After all the fun, this program enables students to test their knowledge and gives them feedback immediately. However, it does not explain mistakes made during the test. This could potentially be problematic for students who cannot figure out their mistakes on their own.
This software would benefit students, particularly those who are struggling with vocabulary. The exercises are intended to familiarize students so they can recognize words by sight. The self-paced study ensures students only advanced when they feel ready and want to be challenged a little more. One of the greatest features for teachers is being able to create their own vocabulary lists for students. Even better, the program will develop activities using those words so there is no extra work for the teachers. Now that is AWESOME!!!!
Although there are some great aspects, there were a few disconcerting points as well. For instance, there is not a variety of media content. The categories are organized in the same manner, which is great for consistency but not very exciting.
Overall, The Interactive Picture Dictionary would be useful software to use to supplement other teaching materials used in class. It consistently teaches vocabulary through practical exercises and games.
COURSEBOOK EVALUATION: New Headway Elementary
Course Book: Soars, L and Soars, J 2006, New Headway Elementary, 3rd edn, Oxford University Press, Oxford.
Proposed Context: ESL Elementary School Students
The New Headway Elementary course book is innovative, compelling and interactive. Based on the traditional and communicative methodologies, it offers students the opportunity to learn grammar in a structured manner while allowing students to interact with the language features during authentic-like activities. This is a comprehensive textbook that is well written, engaging, and provides exposure to authentic situations.
This book was written by professionals and published by Oxford University Press, a reputable company in the publishing sector. Since the inception of the Headway Series over 20 years ago, it has grown in popularity to become one of the top sellers in the ESL industry. Don't let this tempt you. This book is not only well organized but also superbly designed to incorporate all the English language skills. Another feature is the suggested syllabus included in the student's book that details what will be studied in each unit. It is divided into the following areas: Grammar, Vocabulary, Everyday English, Reading, Listening and Speaking. The overall intention is to direct students to build on prior knowledge that leads them to constantly develop their English skills. This is made possible through the interactive and communicative nature of each lesson where the language is more than an arbitrary skill. Illich, cited in Harmer (2007, p. 52), believed that “most learning is not the result of instruction. It is rather the result of unhampered participation in a meaningful setting.”
This is a complete course book that offers other resources to aid in student’s learning such as the audio CD, student workbook, workbook CD, the interactive practice CD-ROM, and the teacher’s resource book. Once again, Headway sets the bar high by providing both a teacher’s website that offers multifarious materials and an interactive student’s site that allows them to practice or play games. Learning doesn’t stop when the bell rings. These materials provide opportunities to take the learning outside the classroom.
With topics that have relevance and meaning to students, it enables them to explore the language with active participation and curiosity. Hinkel (1999) believed engaging students in the learning process not only gives students a sense of purpose but it also helps them to take control of their own language learning. Headway succeeds in making language study purposeful and meaningful and supports independent learning.
References:
Harmer, J 2007, The Practice of English Language Teaching, 4th edn, Pearson Education, London.
Hinkel, E (ed.) 1999, Culture in Second Language Teaching and Learning, Cambridge Applied Linguistics Series, Michael H Long and Jack C Richards, eds, Cambridge University Press, Cambridge.
Sunday, August 22, 2010
Sunday, July 25, 2010
Welcome to my blog.
Hi all! It was nice meeting everyone in class today. The ice-breaker was great and allowed everyone to introduce themselves and interact in a non-threatening way. It allowed us to exchange information about one another and get a glimpse of the personality behind the people.
I'm exciting about the class and know I will learn many things about using materials and technology to enhance my lessons. I look forward to interacting and exchanging ideas and activities. Good luck and God bless!
Joseph
I'm exciting about the class and know I will learn many things about using materials and technology to enhance my lessons. I look forward to interacting and exchanging ideas and activities. Good luck and God bless!
Joseph
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