EUROCALL 2010 8-11 September 2010 Conference main theme and title: Languages, cultures and virtual communities Vassilios Linardos Project Manager Exodus SA 1 Contents – Introduction – Consortium – Project Facts – Village Environment – Pedagogical Aproach – Vill@ge Prototype – Product Features – Early exploitation plan 2 Introduction (What is VILL@GE) • VILL@GE is a language learning facility that provides entertaining, game-like activities that will motivate the user to invest on his needs/wishes/ambitions for broadening his foreign language knowledge horizons • It is aimed for primary school children & higher education students as a complementary tool for language learning • The users will visit a dedicated region in Second Life, in order to join the sophisticated edutainment activities of VILL@GE, and interact with each other • This environment will allow young people from Greece, UK and Hungary to come together, as if they were physically present in the same place 3 The Consortium The VILL@GE consortium is composed of a competent institution from the technological sector, two experts from the linguistic and pedagogical sectors, and two primary schools, coming from a variety of European countries such as Greece, Hungary and the UK. Partners: Sector: Exodus SA. (Greece) Swansea University (UK) University of Szeged (Hungary) Doukas School S.A. (Greece) Dunvant Primary School (UK) Technological Linguistic and pedagogical/Academic users Linguistic and pedagogical/Academic users Primary School Primary School 4 Project Facts OK Project Title: Virtual Language Learning through Edutainment Activities Project Acronym: Vill@ge Contract No.: 143370-LLP-1-2008-1-GR-KA2-KA2MP LLP Action: KA2 – Languages – Multilateral Projects Total Cost : 527.099 € EU Contribution: 395.323 € Starting Date : 01/01/2009 Duration: 24 months URL: http://village.exodus.gr 5 The VILL@GE Environment 6 6/12 The Second Life (SL) Environment • It is a virtual world developed by Linden Lab • Was launched on June 23, 2003 • Accessible via the Internet through a client program called the Second Life Viewer. • Ability to integrate VR and avatar technologies, multiuser community platforms and new linguistic approaches and teaching methods • Three pilot sites representing each country are: UK, Greece, Hungary for practice local language with other users 7 Structure of VILL@GE world and activities Vill@ge Activities Zoo Country Sites Super Market UK Clothes Shop Greece City Orientation Hungary Museum Real Estate Agency …….. Travel Agency Primary School Area Common Activities Language supporting application: Vocabulary University Students Area Interactive tools: Poster Generator & karaoke Bar Bank 8 Village LLP Private Island (SL) • The VILL@GE consortium bought a particular island in Second Life. (SL) • This island hosts the VILL@GE world and activities • The island’s name is Village LLP • Total area of 65536 m2 • Completely safe. Only SL users that have been given access by the Admin can visit the island 9 Vill@ge LLP island – Bird’s eye view • 4 areas: • • • • UK Greece Hungary Karaoke Area • The 4 areas are: • • distinctly separated Presented by the specific country’s character 10 Vill@ge LLP island – More views 1/3 U.K. 11 Vill@ge LLP island – More views 2/3 Greece 12 Vill@ge LLP island – More views 3/3 Hungary 13 Why Interactive Language Learning in VR? • “Language tends to be vast, communicative, interactive, abstract, flexible and often unpredictable.” (Milton & Jacobs, 1995) • “Students remember 20% of what they hear, 40% of what they see and hear, but 70% of what they see, hear and do.” (Ainge D,1995) • Language has a “multimedia” nature. Can be spoken, heard, seen in texts, pictures, videos. • Foreign language can be best learnt at an early age and within real world context. 14 Thus, the Vill@ge project: …creates a virtual real-time language learning area for school children (8-11yrs) and university level student where: • Children and university level student can “meet” and learn with fun, become friends, exchange cultural, historical information. • Learners can actively become involved in the learning process and learn at their own pace. 15 The pedagogical approach • Presentation: models of language use appropriate for the notions and functions supported via demonstration videos • Practice: Structure and controlled use of target language while interacting with others through competitive and collaborative activities in the VR areas (clothes-shop, super-market, etc) • Performance: Interactive projects to allow tangible outcomesMuseum & Karaoke bar • Support: Provide tools to support language learning and practice-Lexicon 16 Notions Supported: • For students between 6-9 years old, beginners of foreign language learning level – – – – Clothes shop: to practise describing appearance, clothes and colours Supermarket: to practise likes and dislikes, food and drink Zoo: to practice expressing plurality and numbers, animals and numbers City/town location: to practise describing places, expressions of location and directions – Museum: provide exhibits of posters created by learners themselves, to initiate and motivate discussions among the learners who proudly present their work. • For academic learners of more advanced language learning level – Bank: to practise language usage in a variety of situations around banking and finance – Real estate: to practise language usage around home inquiries/ lending/buying in interactions with a real estate agent – Travel agency: to practise language usage around traveling also in a variety of situations. 17 3D activities Zoo Bank Museum Supermarket Travel Agency Clothing 18 Language Supporting Application Lexicon allowing searching translations, sounds and images of words activities context 19 Language Performance Application Karaoke allow participants to choose a song from a list, learn it, and perform it for other students that are in the Vill@ge world 20 Poster Generator School children can create their posters based on activities they have participated and post them in a specific areas in the museum of each country- Create each other motives for tangential learning (Presenting each other’ country’s landmarks) The tool The output 21 Poster Gallery in Museum 22 Early Vill@ge Prototype VRML and Flash prototype to evaluate, the concepts and moving around in VR Super Market Clothes Shop City Navigation (primary school) Web prototypes demonstrating our intentions Poster Generator Lexicon Application Banking (University level ) 23 Aim and purpose of prototyping Prototype aimed to evaluate with target users in all partner countries: •Whether the technical demands of the proposed environment were realistic and the •proposed users had the resources to use it •Whether the choices made concerning language, design and appearance, and methods of language interactivity were comprehensible and practicable •Whether the 3D environment was clearly structured and navigable for learners •Methodology developed, followed by all countries 24 Prototype evaluation process User Groups Involved (Participants profile) • • The learners: This group has two clear sub groups – school learners aged about 8 – university level learners aged about 20) The teachers: Had to understand and endorse the appropriate use of the environment in support of their normal classroom activities. Participating Countries and Groups Country UK Hungary Greece Group University University - Group Primary School Primary School Primary School 25 Major Prototype Evaluation Results • • • • • • • • • • Learners at both primary and more adult level liked the idea but the young learners were particularly enthusiastic The pupils themselves endorsed the selection of thematic content The modes of interaction are considered appropriate and motivating All learners appreciate the usefulness of a demonstration mode Both groups relish the opportunity to interact directly with other users and particularly native speakers on a one-to-one basis The choice of an on-line dictionary support that looks like a pictionary is appreciated For younger learners the choice of a poster generator was also endorsed Primary age learners in particular relish the opportunity of interacting linguistically with a bot driven by the computer itself. The 3D world was easy to understand. Both groups of learners said that it was practical, useful and easy to use. More realistic environment was requested. Users also expressed a clear wish for more and brighter colours 26 Outcomes Regarding the design of the environment, the consortium has taken into consideration the remarks from the Prototype Evaluation • ...bright colours and a joyful mood are primary elements of the developed world ... • …access to the island is controlled through the IP address of the Universities and the schools, so that no learners of different age and activities meet on the island… 27 Early Exploitation plan-Market Indicators • Vill@ge is a “Serious Game”: designed with the intention of learning a specific aspect, knowledge material (foreign language practice) • US: 97% of young people aged 12-17 play computer games (99% males and 94% females), UK: 37% of the population 16-49 play computer games, out of which 78% of 16-19 • IDATE currently generates 1.5 billion EUR in revenue around the globe, and that by 2015 sales will be almost seven times what they are in 2010 – with an average annual growth rate of 47% between 2010 and 2015 Product Features 1/3 A virtual world hosted by the largest online virtual community in the world, representing spaces for practicing vocabulary of the target learner’s level: • For Young students between 6-9 years old, beginners of foreign language learning level: – Clothes shop to practice describing appearance, clothes and colours – Supermarket to practice likes and dislikes, food and drink – Zoo, to practice expressing plurality and numbers, animals and numbers – City/town location: to practice describing places, expressions of location and directions – Museums in each country, providing exhibits of posters created by learners themselves, to initiate and motivate discussions among the learners who proudly present their work. Product Features 2/3 • For academic learners of more advanced language learning level: – Bank to practice language usage in a variety of situations around banking and finance – Real estate to practice language usage around home inquiries/ lenting/buying in interactions with a real estate agent – Travel agency to practice language usage around traveling also in a variety of situations. Product Features 3/3 • Interactive activities to enable both teachers and learners from various European countries to communicate, interact and practice the language • Disperse educational content in order to address the needs of both kids and University students, a multimedia, multilingual lexicon • Museums in each country, providing exhibits of posters created by learners themselves, to initiate and motivate discussions among the learners who proudly present their work • Karaoke bar, for practicing and entertaining oneself in English (currently) modern songs SWOT Analysis Strengths Innovative edutainment training for language learning Entertaining language learning, that encourages interaction between teachers and learners across the globe, enthusiasm is already there when students are active themselves Exploits the fact that today children are growing up with technology and Vill@ge adapts to this kind of learning Vill@ge aligns with the fact that students assimilate better topics they are interested in, rather than topics they are forced to learn. Weaknesses Second Life demands a 3D video card installed in the student’s PC not often available at school environments Requires subscription. SWOT Analysis Opportunities Radical increase of internet utilization by Europeans Second Life includes virtual universities/classes, but not many game-like activities for language learning Second Life has established number of users worldwide and we can exploit them Serious games provide a market opportunity with some potential worldwide Vill@ge can be a form of Tangential learning, a learning facilitator, through which learners can be attracted to history or region that appear in the game and therefore refer for more information. Threats Numerous virtual worlds available Serious games are being developed by competitors. Business Model-A Subscription based • Packages of users per organisation (school/academic) • Individual packages’ subscription for home users Business Model-B Advertising / Sponsorships based • Free entrance • Promotion activities for bookstores, DVDs, Videogames, schools, shops, etc. who would like to exploit the users’ base to advertise • Sponsorships from professional groups who are interested in creating a community for professional language learning-association of real estate agents-association of banks-association of travel agents Thank you for your time! 36
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