L. Panichi - CALL 2010 Universiteit Antwerpen
Learner participation and motivation in virtual reality
Luisa Panichi
CLI-University of Pisa, Italy
Department of Modern Languages, University of Hull, UK
L. Panichi - CALL 2010 Universiteit Antwerpen
Overview
• Virtual worlds• The Avalon project• Discussion of motivation• Literature in the field/theoretical perspective• Research in the field:• Questionnaires/recordings/transcripts/
observations/interviews• Conclusions about motivational factors• Avalon feedback questionnaires (ongoing
research)
L. Panichi - CALL 2010 Universiteit Antwerpen
Virtual worlds
• MUVE’s (Multi-user virtual environments)• 3 Dimensional: movement• Avatar: a 3D rendering of yourself• Games (role play): The Sims• Gaming: WoW (World of Warcraft)• Socialising and entertainment: Active Worlds, Second
Life• Highly immersive and participatory/hot cultureHighly immersive and participatory/hot culture
L. Panichi - CALL 2010 Universiteit Antwerpen
The AVALON project
• AccessAccess to Virtual and Action LearningAction Learning Live Online
• A two year multilateral and transversal project funded under KA3 (ICT) of the LLP of the EACEA ending in December 2010.
• Partnership: 26 European partners• 10 state funded universities
• 16 other public and private organisations
L. Panichi - CALL 2010 Universiteit Antwerpen
Create and test activities
Design and run Language courses
Design and run a teacher training
course
Provide models and best practice guidelines
Create a motivational modelthat rewards learner
engagement
Experiment with and explore virtual worlds for language education
L. Panichi - CALL 2010 Universiteit Antwerpen
Interest for language education
• Virtual platform for online and distance education
• Complement to face-to-face learning
• Integration with other LMS (sloodle)
• Communication: synchronous, multimodal (text chat; voice chat), streaming (sound and video)
• Creative and representational: Building/cultural artefacts (permanent/non permanent)
• Performative: Avatar
L. Panichi - CALL 2010 Universiteit Antwerpen
Motivation in virtual worlds
• Motivation to participate and engage• Why is it helpful to investigate them? • Participation and motivation in virtual worlds
are a general educational concern• Participation and throughput/dropout rates• Project mandate to consider individual
accessibility accessibility and community sustainabilitycommunity sustainability• Designing for participation includes an
understanding of learner motivation
L. Panichi - CALL 2010 Universiteit Antwerpen
Participation and engagement in virtual worlds
• What is participation and why is it important to us?• In online learning it is indicated as some form of
activity (i.e. White 2003; Hratinski 2007)• Participation is a high-stake issue in online
education.• The special nature of participation in virtual worlds: • Lack of visual cues and body language• Increased Importance of linguistic cues• Participation as engagementengagement/involvementinvolvement leading
to further participation
L. Panichi - CALL 2010 Universiteit Antwerpen
Motivation and the reward model
• Molka-Danielsen et al. 2010• Discussion of motivation in language
education in virtual worlds• Gaming theory • Self-determination theory • The ultimate reward for learners is
accessaccess to full participationparticipation in the learning community
L. Panichi - CALL 2010 Universiteit Antwerpen
Panichi et al. (2008)
• Small scale, qualitative and exploratory investigation under Kamimo Islands
• An American/Swedish telecollaboration course
• Student questionnaires about beliefs about language learning, collaboration, digital literacy and the specific environment.
• Questionnaires were complemented with student interviews and teacher/researcher/course designer feedback and observations.
L. Panichi - CALL 2010 Universiteit Antwerpen
Learner beliefs
• Learner beliefs about language learning
• Learner pre-conceptions of the environment
• Learner digital literacy
• Learners’ expectations
• Learners’ experience
L. Panichi - CALL 2010 Universiteit Antwerpen
Key areas potentially influencing motivation and participation
• Compulsory or optional course• Previous experiences of virtual environments (degree
of technology literacy)• Previous experiences of intercultural contact and a
pre-existing degree of intercultural awareness• Belief that peer to peer interaction is beneficial to
learning• Belief that you can learn a language from interacting
with a native speaker• Degree of acceptance of SL for language education
L. Panichi - CALL 2010 Universiteit Antwerpen
Example of a successful exchange
• Frequency of meetings• Suitable times• Buddy was more knowledgeable about SL
and willing to provide information• Turn taking occurred • Alternated between course related topics and
personal conversation• Activities were motivational learning
opportunities for both
L. Panichi - CALL 2010 Universiteit Antwerpen
Indications and results from Swedish students
• Students we were working with already displayed high levels of language learning awareness and intercultural awareness
• Prior experience of Second Life is not necessary for the exchange to be a successful learning experience
• Curiosity about SL may play an important role in motivating students
L. Panichi - CALL 2010 Universiteit Antwerpen
Similar feedback from the American students showed:
• The educational value of SL is not immediately apparent to learners
• Students who volunteered for the buddy exchange were more verbally active in the composition course
• Students tend not to talk about their learning experiences from an affective perspective (beliefs)
• Prior intercultural experiences (or lack there of) may contribute to less effective engagement with language learners
L. Panichi - CALL 2010 Universiteit Antwerpen
Additional recommendations for future exchanges
• Create more formal joint tasks and specific requirements within the courses
• Creating pedagogical space for talking about the affective aspects of learning
• Need to make the “rules of engagement” as clear as possible (language and technical skills that are required)
• Make all participants clear as what to expect and what is expected of them in the student exchanges
• Increase feedback opportunities
L. Panichi - CALL 2010 Universiteit Antwerpen
Deutschmann et al. 2009
• Course designer for learner participation in a CMC context
• Oral participation in terms of floor-space, turn length and turn-taking
• We conclude that meaning-focussed task design involving authenticity and collaborative elements had a direct impact on learner participation and engagement.
• Results also suggest the importance of including technical and social initiation in complex environments
L. Panichi - CALL 2010 Universiteit Antwerpen
Deutschmann & Panichi (2009)
• Learner engagement and Language Awareness• We compare two courses in SL• We look at floor space and turntaking patters
(quantity)• We carry out discourse analysis of back-channelling
and elicitors (quality)• We conclude that supportive linguistic behaviour of
teachers is important in increasing learner engagement
• We find that students become more active in signalling involvement over time
L. Panichi - CALL 2010 Universiteit Antwerpen
Swertz et al. (2010)The environment
• The bias of the environment and the mediatic turn (Friesen & Hug, 2009)
• 3D worlds are a cold media (McLuhan, 1964)/multimodal communication
• Hot culture expects involvement with other people and participation in activities
• The nature of the environment has an impact on learner participation preferences
L. Panichi - CALL 2010 Universiteit Antwerpen
Swertz et al. (2010)The teacher perspective
• Most important learning objective Most important learning objective for teachers is to get the students involved and that the students feel comfortable in the process.
• The learning processThe learning process itself becomes a learning a learning objectiveobjective
• Anonymity Anonymity is considered an important advantage by teachers
• Task designTask design: Careful task design is very important in virtual learning environments
L. Panichi - CALL 2010 Universiteit Antwerpen
Swertz et al. (2010)The learner perspective
• AnonymityAnonymity is not preferred and not considered helpful in language learning by students.
• Individualisation Individualisation is important• Task designTask design: Assumption that careful task design is
very important in virtual learning environments is confirmed by students
• Group and peer workGroup and peer work vs teacher-led activitiesteacher-led activities:• Group sessions vs teacher-led sessions are
preferred by learners but• Teacher-led sessions are also helpful depending
on the type of task at hand
L. Panichi - CALL 2010 Universiteit Antwerpen
Swertz et al. 2010Technical initiation
• Most students experience technical problems at the beginning of the course (i.e. sound)
• Most students feel comfortable by the end of the second lesson
• Technical initiation for newbies contributes to learner comfort in the environment and to the speed at which this is achieved
L. Panichi - CALL 2010 Universiteit Antwerpen
Conclusions about motivational variables in virtual worlds
• The nature of the environment• Appropriate technical initiation• Strong sense of identity/need for
self-determination/autonomy• Strong group ties/community/Peer and group
work/relatedness• Clear framework (expectations, roles, tasks)• Meaningful course design (individualisation and
authenticity)• Teacher as facilitator and model for interaction• Feedback and discussion opportunities (course
ownership)
L. Panichi - CALL 2010 Universiteit Antwerpen
Avalon course feedback questionnaires 2010
• Questionnaires are part of the Avalon course design to maximise participation
• http://avalonlearning.pbworks.com/Feedback-Questionnaires
• Examine changes in learner beliefs before and after the learning experience
• Determine what factors bring about change in beliefs
• Implement changes to our course design• Results are pending
L. Panichi - CALL 2010 Universiteit Antwerpen
Final considerations about participation
• Participation, engagement and motivation can be promoted by appropriate course design
• Participation is both an indicator of motivation and a catalyst for motivation
• Participation is a learning skill which can be developed over time