Literaturnachweis - Detailanzeige
Autor/inn/en | Mirzaei, Maryam Sadat; Meshgi, Kourosh; Nishida, Toyoaki |
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Titel | A Situation Creation System to Enable Experiential Learning in Virtual Worlds for Developing Cross-Cultural Competencies [Konferenzbericht] Paper presented at the EUROCALL 2020 Conference (28th, Online, Aug 20-21, 2020). |
Quelle | (2020), (8 Seiten)
PDF als Volltext |
Zusatzinformation | ORCID (Mirzaei, Maryam Sadat) ORCID (Meshgi, Kourosh) |
Sprache | englisch |
Dokumenttyp | gedruckt; online; Monographie |
Schlagwörter | Experiential Learning; Cultural Awareness; Second Language Learning; Second Language Instruction; English (Second Language); Computer Simulation; Intercultural Communication; Vignettes; Cultural Differences; Teaching Methods; Instructional Design; Role Playing; Decision Making; Native Language; Cultural Context; Computer Software; Computer Assisted Instruction; Language Teachers; Language Usage; Graduate Students; Undergraduate Students Experiental learning; Erfahrungsorientiertes Lernen; Cultural identity; Kulturelle Identität; Zweitsprachenerwerb; Fremdsprachenunterricht; English as second language; English; Second Language; Englisch als Zweitsprache; Computergrafik; Computersimulation; Interkulturelle Kommunikation; Kultureller Unterschied; Teaching method; Lehrmethode; Unterrichtsmethode; Lesson concept; Lessonplan; Unterrichtsentwurf; Rollenspiel; Decision-making; Entscheidungsfindung; Computer based training; Computerunterstützter Unterricht; Language teacher; Sprachunterricht; Sprachgebrauch; Graduate Study; Student; Students; Aufbaustudium; Graduiertenstudium; Hauptstudium; Studentin |
Abstract | The emergence of virtual worlds and simulation games provide ample opportunities for developing cultural competence by offering a visual, contextual, immersive, and interactive experience. Learners can benefit from contextual interactions and develop cultural competencies by fulfilling quests or exploring the environment. However, most of the existing systems contain few pre-designed scenarios, inadequate for covering unique aspects of different cultures. This study introduces a situation creation toolkit for teachers and learners to design their culture-specific scenarios in a 3D environment and share it with others to experience such situations. In a preliminary experiment, 37 English learners with different cultural backgrounds created a scenario, specific to their culture, and provided proper/improper communicative choices as well as cultural-related notes. Scenarios were then exchanged to those of different cultures for role-playing and decision-making. Results highlighted the influence of L1 culture and stereotyping when facing an unfamiliar cultural context, thus leading to culturally unacceptable behavior. Findings suggest that through real-life scenario design and experience, our platform can prepare learners to interact in culturally appropriate ways and encourages them to gain cross-cultural competence. [For the complete volume, "CALL for Widening Participation: Short Papers from EUROCALL 2020 (28th, Online, August 20-21, 2020)," see ED610330.] (As Provided). |
Anmerkungen | Research-publishing.net. La Grange des Noyes, 25110 Voillans, France. e-mail: info@research-publishing.net; Web site: http://research-publishing.net |
Erfasst von | ERIC (Education Resources Information Center), Washington, DC |
Update | 2024/1/01 |