The
effects of Second Life on the motivation of undergraduate students learning a
foreign language
Wehner, A. K., Gump, A. W., & Downey, S. (2011).
The aim of the article was to conduct research on the
emerging technology of using a virtual world to teach a foreign language. There
is not much work done in the past on the motivation levels of the students who
experience virtual world.
The research, along with some other things, is primarily
based on the idea of ‘total immersion’ where language learners are exposed to
the target language as much as possible. The idea is to find out how motivated
or de-motivated they feel after that.
Essentially, the learners are divided into two groups: both
the groups are taught by the same teacher using the same course material and
for exactly the same number of hours. The only difference is that one of the
groups will have a simulation environment while the other will not.
The research questions were:
. Does Second Life
affect the motivation of students learning Spanish as a foreign language?
. Is there a difference
in students’ attitude toward Spanish culture between students who use Second
Life to enhance their learning experience and those who do not?
. Is there a
difference in students’ anxiety toward using Spanish between students who use
Second Life to enhance their learning experience and those who do not?
. Is there a
difference in students’ interest in learning Spanish as a foreign language
between students who use Second Life to enhance their learning experience and
those who do not?
. Is there a
difference in the students’ motivational intensity toward learning Spanish
between students who use Second Life to enhance their learning experience and
those who do not?
The literature for this study revolved around virtual world
and its types such as purposeful and general purpose, it suitability for
education or language learning and the concept of bringing language acquisition
and guided learning closer.
The teaching methodology was to make the learners experience
a virtual reality where they interact with native speakers, have their own
virtual identities in the culture of the speakers of the target language, use
the text chat technology and virtually visit the historical places of the
country where the target language is spoken.
The research questions were worded in a broad way on purpose
as the researchers aimed to cover as much as they could. For the first two
questions, the findings were quite significant and the data showed that the
language learners who experienced the virtual world felt more motivated. For
the last two questions, the researchers could not find any significant stats.
The Reference:
Wehner, A. K., Gump, A. W., & Downey, S.
(2011). The effects of Second Life on the motivation of undergraduate students
learning a foreign language. Computer Assisted Language Learning, 24(3), 277-289.
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