Monday, December 7, 2015

On 3D games and Bodily Presence

DDS,These 3D graphical agents enhance the sense of immersion experienced by players, supporting communication, social interaction, role- play and the process of community formation between users( Peterson, 2006).

This argument with words like immersion  and 3D brings us back to the idea of bodily presence. While the bodily presence is perceived as an obstacle(Dwight, 2004), according to Peterson this three dimensional feature enriches language learning.


These are two contracting points of views, and a suggested answer might be that web based games are the in between alternative for  face to face and  distance learning. This solution is diverse, evolving, fantasy based and just rich with possibilities. The use of such games can be used in two different ways.

1- How to  make the most of web based games on top of face to face interactions: 

Physical interaction can take another level by seeing things from the other gender point of view 
(Bruckman, 1993). 

Limitless Role play can be introduced. While classroom is dominated by reality, Gaming allows for students to do things such as design their own appearance all the way to create their personal island.

Many schools are now offering ideas to use games in learning in some amazing ways.
This article"Second Life 'island' Created for Virtual Teaching" clearly illustrates some of the advantages in the following statement: 

For example, architecture students can build a virtual house instead of simply designing one on paper. Clothing design students can hold a virtual fashion show. Business students can start a company and see how it does without risking startup capital. And other students can see the impact of a tsunami or hurricane coming ashore.


I personally would encourage students use this platforms to act, cook, travel, make friends and practice all other topics covered in text books. 
As the picture above can explain, students can go to a sushi restaurant as an example. This would be more interesting if there is no such place where they live. There, they can learn all the language needed to order in a restaurant, learn about Japanese food and interact with others in a fun way. 
"By teaching in Second Life, you're able to give your students an experience that might be too expensive or dangerous in the real world," said Paula Christopher  in the article mentioned above, a technology project manager at Georgia State. 


How to successfully and purposefully implement virtual games in distance learning where bodily presence is not an option:
Those who study without being all gathered in a single classroom nonetheless those who are all the world may find this a lot more interesting!

They can create an avatar that resembles them and get to know each other through play and meaningful language exchange adventures. 
A German Class Offered in Second Life

A German Class Offered in Second Life
This picture above shows a very traditional presence in language classroom- especially with the sleeping student in the back- yet, this is presented in a new 3D reality. 
A virtual world provides an experience set within a technological environment that gives the user a strong sense of being there(Warburton, 2009)

This sounds like exactly what they need sense many individuals like that such games make them part of a community. As Warburton says, stuff like physical movement and body language mimics face to face situations and in this case may be an interesting alternative to that. 

Warburton mentions "some degree of cooperative workflow" which might be needed for students from all over the world to bond and feel like a real team. 

He again says that such games offer "a feeling of being there and a strong sense of co presence" which might be just the answer to isolation within web based learning communities.

References:


Bruckman, A. "Gender Swapping on the internet.''(1993) Paper presented at the |INET, San Francisco, CA. 
Dwight, James. "REVIEW ESSAY - On the Internet (Hubert Dreyfus)." Elea E-Learning (2004): 146. Web. 10 Dec. 2015.
"Second Life 'island' Created for Virtual Teaching." Msnbc.com. 5 Dec. 2007. Web. 10 Dec. 2015.
Peterson, Mark. "Massively Multiplayer Online Role-playing Games as Arenas for Second Language Learning." Computer Assisted Language Learning (2010): 429-39.
Warburton, Steven. "Second Life in Higher Education: Assessing the Potential for and the Barriers to Deploying Virtual Worlds in Learning and Teaching." British Journal of Educational Technology: 414-26. 




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