Second Language Learning Through an Emergent Narrative in a Narrative-Rich Customizable Metaverse Platform

被引:8
作者
Lee, Sangmin-Michelle [1 ]
机构
[1] Kyung Hee Univ, Sch Global Commun, Yongin 17104, South Korea
来源
IEEE TRANSACTIONS ON LEARNING TECHNOLOGIES | 2023年 / 16卷 / 06期
关键词
Educational games; emergent narrative; metaverse; playful constructivism; second language (L2) learning; GAMES; DESIGN; CONTEXT; IMPACT; STORY;
D O I
10.1109/TLT.2023.3267563
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
EFL students often struggle with second language (L2) learning, particularly because they learn L2 out of context, which they find unmeaningful and demotivating. To provide a meaningful context for L2 learning and make learning more interesting, the present study utilized a customizable metaverse platform. First, we developed a scenario of a rose theft, and then based on that, we created a town in the metaverse, which offered a variety of multimodal language input and missions to solve the problem and identify the thief. The entire activity was developed grounded in constructivist language learning principles (e.g., contextualized, motivating, interactive, and task-based learning), thus, learners could explore, play, and learn in the playful constructivist space. In total, 72 Korean EFL students participated in the activity. The study employed a mixed method for more robust research. Quantitative data (the pre- and posttests and the postsurvey) indicated that the students had a great interest in the activity and the learning outcome increased. Qualitative data (the students' journals, the interviews with the teachers, and the screen recordings) further evidenced the students' enjoyment of the activity. Particularly, the screen recordings showed how the students participated in the activity in the metaverse, collaboratively created an emergent narrative through interaction, and produced their own narrative to reach the answer. The study suggested pedagogical implications for using the metaverse for L2 learning based on the results of the study.
引用
收藏
页码:1071 / 1081
页数:11
相关论文
共 44 条
[1]  
Aylett R., 2000, P 1 INT WORKSHOP NAR, P35
[2]  
Chen ZH, 2018, EDUC TECHNOL SOC, V21, P186
[3]  
Collins A., 1988, Thinking, J. Philosophy Child., V8, P2, DOI [10.5840/thinking19888129, DOI 10.5840/THINKING19888129]
[4]  
Cornillie F, 2011, COMM COM INF SC, V126, P131
[5]   Crystallize: An Immersive, Collaborative Game for Second Language Learning [J].
Culbertson, Gabriel ;
Andersen, Erik ;
White, Walker ;
Zhang, Daniel ;
Jung, Malte .
ACM CONFERENCE ON COMPUTER-SUPPORTED COOPERATIVE WORK AND SOCIAL COMPUTING (CSCW 2016), 2016, :636-647
[6]   Using gamification to support learning English as a second language: a systematic review [J].
Dehghanzadeh, Hojjat ;
Fardanesh, Hashem ;
Hatami, Javad ;
Talaee, Ebrahim ;
Noroozi, Omid .
COMPUTER ASSISTED LANGUAGE LEARNING, 2021, 34 (07) :934-957
[7]   Engaging by design: How engagement strategies in popular computer and video games can inform instructional design [J].
Dickey, Michele D. .
ETR&D-EDUCATIONAL TECHNOLOGY RESEARCH AND DEVELOPMENT, 2005, 53 (02) :67-83
[8]  
Dickey MD, 2019, HANDBOOK OF GAME-BASED LEARNING, P283
[9]   Murder on Grimm Isle: The impact of game narrative design in an educational game-based learning environment [J].
Dickey, Michele D. .
BRITISH JOURNAL OF EDUCATIONAL TECHNOLOGY, 2011, 42 (03) :456-469
[10]   The Linguistic Environments of Digital Games : A Discriminant Analysis of Language Use in Game Mechanics [J].
Dixon, Daniel H. .
CALICO JOURNAL, 2022, 39 (02) :150-171