Kyoto University · 인문학
Mark Peterson 교수의 연구실은 가상 환경과 게임 기반 학습을 중심으로 영어를 외국어로 배우는 데서의 상호작용과 언어 발달을 연구합니다. 특히 3D 가상 세계(예: Second Life), MMORPG, 가상 월드 환경에서의 대화 및 협업 학습을 분석하여 언어 습득의 사회문화적 기반을 탐구합니다. 연구는 주로 대화 전략, 의미 협의, 사회적 상호작용 등 언어 사용의 실질적 과정에 초점을 맞추고 있습니다.
표시된 성과는 수집된 데이터 기준으로 산출되며, 일부 차이가 있을 수 있습니다.
In this paper, I report on the findings of a study that investigated non-native speaker interaction in a three dimensional (3D) virtual world that incorporates avatars and text chat known as Active Worlds. Analysis of the chat transcripts indicated that the 24 intermediate level EFL participants were able to undertake a variety of tasks through target language interaction. Moreover, I found evidence in the corpus that over 3 chat sessions the subjects employed transactional communication strateg
This article investigates contemporary research on the use of massively multiplayer online role-playing games (MMORPGs) in language education. The development and key features of these games are explored. This is followed by an examination of the theories proposed as a basis for game-based learning, and the claims made regarding the value of utilizing network-based gaming in computer assisted language learning (CALL). A critical analysis of three influential learner-based studies drawn from the
This article explores research on the use of computerized games and simulations in language education. The author examined the psycholinguistic and sociocultural constructs proposed as a basis for the use of games and simulations in computer-assisted language learning. Research in this area is expanding rapidly. However, to date, few studies have critically investigated this body of work. The author reviewed key findings from influential studies. The author’s analysis reveals that, although thes
Abstract This exploratory study investigates the linguistic and social interaction of four intermediate EFL learners during game play in a massively multiplayer online role playing game (MMORPG). Twelve illustrative episodes drawn from the participants’ text chat, collected in four 70-minute sessions held over a one-month period, are analyzed from a sociocultural perspective. Qualitative analysis reveals the presence of interactional features associated with the development of sociocultural comp
Abstract This paper reports on the task-based interaction of English as a Foreign Language (EFL) learners in the 3D multiuser virtual environment (MUVE) Second Life. The discussion first explores research on the precursors of MUVEs, text-based 2D virtual worlds known as MOOs. This is followed by an examination of studies on the use of MUVEs in Computer Assisted Language Learning (CALL). The discussion then focuses on an investigation of the Second Life-based text chat of learners located at a un
A comprehensive and accessible overview for language educators, researchers, and students, this book examines the relationship between technological innovation and development in the field of computer
Abstract This paper reports on an exploratory case study that investigates the synchronous interaction of intermediate level EFL learners in the 3D virtual world Second Life . The subjects took part in three seventy-minute chat sessions that involved the use of affordances provided by a purpose-built world within this environment. Analysis of the data revealed that the context and tasks appeared to elicit a high degree of participation. The interaction was highly learner–centered, with the major
This article investigates research on the use of network-based three-dimensional virtual worlds in computer-assisted language learning (CALL). The significant features of the major types of virtual world currently utilized are examined, as are the hypothesized advantages and issues associated with their use. This is followed by a critical review of the literature which reveals that contemporary research remains largely exploratory in nature and is subject to significant limitations. The literatu
This paper reports on a qualitative study that investigated learner interaction in a type of real time computer-mediated communication (CMC) where the communication is carried out within a user-created virtual world. The study, which involved undergraduate EFL learners based at two universities in Japan, examined from an interactionist perspective how the subjects managed their target language interaction during text chat involving four task types. Analysis of the transcripts revealed the presen
Contemporary CALL research reflects renewed interest in digital games. One aspect of this phenomenon namely, use of massively multiplayer online role-playing games (MMORPGs), has expanded significantly, highlighting the need for a review. This paper analyzes findings from 10 learner-based studies that draw on accounts of SLA informed by cognitive and sociocultural theories. Analysis reveals that research conducted from the sociocultural perspective provides evidence of constructs identified as p
The exact solution to Maxwell's equations in a cholesteric planar texture is described and an algorithm for computing it is given. This algorithm makes use of a matrix continued fraction which converges so rapidly that the solution is, for practical purposes, in closed form. The solutions thus found can be used to describe scattering from dielectric inhomogeneities in a cholesteric in Born approximation, taking exact account of the cholesteric medium in which the scattering takes place. The gene
The energy eigenmodes of an erythrocyte with elastic properties described by a curvature modulus kc and a shear modulus μ are computed, both for fixed spontaneous curvature c0, and in the bilayer coupling hypothesis (fixed 〈H〉). The corresponding thickness fluctuation profiles depend on the relative importance of kc and μ. A phase contrast microscopy determination of the thickness fluctuation profile indicates that μ, at least in this process, is very small. The data favor fixed 〈H〉 over fixed c
Massively multiplayer online role-playing games (MMORPGs) are identified as valuable arenas for language learning, as they provide access to contexts and types of interaction that are held to be beneficial in second language acquisition research. This paper will describe the development and key features of these games, and explore claims made regarding their value as environments for language learning. The discussion will then examine current research. This is followed by an analysis of the find
Galileo’s realization that nature is not scale invariant motivated his subsequent discovery of scaling laws. His thinking is traced to two lectures he gave on the geography of Dante’s Inferno.
The infinitesimal stability of fluid vesicle shapes is studied as a function of vesicle volume and spontaneous membrane curvature at fixed area. It is found that the azimuthally symmetric shapes are infinitesimally unstable for some values of these parameters. A possible connection with the sickling of red blood cells is pointed out.