Case study: Language quests with secondary schools


Underlying this case study are some language activities that were undertaken in 2011/2012 with 2 Austrian and 2 Norwegian classes of 13-year old secondary school students as part of the NEXT-TELL project. The students formed mixed teams and met in the virtual space of Chatterdale for solving quests.

 

As these activities cover a wide range of possibilities and challanges of virtual worlds in teaching, we decided to use them as "test case" for the Good Practice Framework (GPF): Were all the various aspects covered? To which extent? Where would more detailled description of good practices be useful? etc.

 

 

 

 

 

 

 

PRE-COURSE

Decision making process

Following the questions of the GPF:

 

 

 

Notes to the GPF:

 

Difficult to understand:

For example  the realization of a number of teaching functions (e.g briefing, help  and feedback provision, etc) needs rethinking for less structured and/or  more curriculum rather than specific course-related learning events  such as self-access and/or p2p, in-world activities.

 

Additional aspects:

 

 

Aims/objectives

In our case, technology had no influence on the aims and objectives of the course

 

Notes to the GPF:

This section is a bit difficult to understand.

It basically says, that technical expertise of participants as well as tutors must be taken into account.

Maybe we should add some examples here?

 

 

Funding

All the necessary resources were made available by either the schools (computer labs) or the NEXT-TELL project (staff, in-world actors). For the usage of the VW, we set up an agreement with the owners of Chatterdale.

 

Notes to the GPF:

 

 

Environment and the participants

Our environemnt was the virtual English village of Chatterdale, hosted on an OpenSim grid. Chatterdale offers a huge variety of places (church, pub, hotel, railwaystation, football field, campground, lighthouse, secret cave, ...). We booked timeslots to make sure that no other users would be there when we use it. We predefined avatars and used one session to introduce the students into the environment: They got a very short introduction how to use it (where is the "speak"-button? How can I fly?) and a list of "can-do"-statements which they should explore. They worked in pairs and the tutor was in the room to help. At this stage we did not yet team up with the students from the other country.

 

Notes to the GPF:

 


Logistics and timetabling

As already mentioned, timetabling is an important issue at schools - however, as we were able to arrange that our classes were in the computer lab at the same time, no other timetabling issues arose. We set up the groups in advance: about 4 students in each group, always 2 Austrian and 2 Norwegian students.

 

Notes to the GPF:

 

 

Course syllabus

In our case, the main objective, getting the students to talk, was well covered by all the activities.

 

Notes to the GPF:

 

 

Advertising the course

We didn't advertise the course - the students had to take it - this is an advantage of working with schools ;-)

 

Notes to the GPF:

 

 

COURSE IMPLEMENTATION

Technical issues and support

We were very aware of technical issues:

 

However, there were some issues, that we didn't expect to happen:

 

Furthermore, there were some issues, that do not have to do with technical initiation, but with social and organisational initiation:

 

Notes to the GPF:

 

 

Interaction

In-world Communication Modes

Our activities involved the following possibilities of interaction:

 

Notes to the GPF:

 

 

Interaction triggers

In our activities interaction was triggered mostly by the students themselves: They got some basic information about their task (e.g. a ficticious email that sends them to Chatterdale to investigate about the disappearance of Chatterdale's population) and then had to find hints in order to proceed. There were between 1 and 3 actors involved: They played their role, but also waited for the students to approach them.

 

Notes to the GPF:

 

 

 

Session & Group management

One mechanism for our group management was the naming of the pre-defined avatars: The avatars that belonged to one group had the same "prefix", e.g. "We3" for the third group in the Wednesday class. Beside this, we didn't use any special group management tool.

 

Notes to the GPF:

 

 

Additional means of communication

We used the school's Moodle platform as additional means of communication

 

Notes to the GPF:

 

 

Resources and materials

Our resources were all created on our own. We mentioned the project in various online and offline opportunities in order to disseminate the materials.

 

Notes to the GPF:

 

 

Risks and ethical issues

We used a protected OpenSim environment to make sure that the students have a safe environment to work in.

 

Notes to the GPF:

 

 

POST-COURSE

Assessment 

Our activities used a mechanism of tracking student's behaviour in the virtual world to derive knowledge about their competencies. However, this was only used for research - the students were not graded or assessed in any other way for what they did online.

 

Notes to the GPF:

 

 

Evaluation

The activities were evaluated as part of the NEXT-TELL research: Special focus was the automatic tracking of student's activities. With the students we did some reflection as part of the final class. Their opinion was quite clear: "When will we do this again ?"

 

Notes to the GPF: