2013
DOI: 10.2190/ec.48.1.b
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Using Second Life as a Virtual Collaborative Tool for Preservice Teachers Seeking English for Speakers of other Languages Endorsement

Abstract: This study evaluated preservice teachers' professional-knowledge transformation while they participated in simulated professional-development activities via a Second Life virtual classroom-an Internet-based multiuser virtual environment (MUVE). While a cohort of preservice teachers experienced the MUVE environment, the instrumental exploratory case study highlighted how 2 preservice teachers among the 12 internalized professional knowledge, as well as how that knowledge transferred into active teaching practic… Show more

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Cited by 23 publications
(19 citation statements)
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References 30 publications
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“…Via voice or typing, teachers can work toward lesson objectives. Knutzen and Kennedy (2012) and Kim and Blankenship (2013) used "Second Life" to affect teacher practice for second language learners. These environments have the potential to support all components of a fully immersive simulator in an online environment.…”
Section: Online Learning As a Simulated Environmentmentioning
confidence: 99%
“…Via voice or typing, teachers can work toward lesson objectives. Knutzen and Kennedy (2012) and Kim and Blankenship (2013) used "Second Life" to affect teacher practice for second language learners. These environments have the potential to support all components of a fully immersive simulator in an online environment.…”
Section: Online Learning As a Simulated Environmentmentioning
confidence: 99%
“…Technology brings learners together for web-enabled interactions, provides innovative learning platforms, and offers many new ways to encounter other cultures and languages. I have done substantial research on the affordances of social media and other technologies for language learning (Fisher & Kim, 2013; Kim, 2011; Kim & Blankenship, 2013; Kim & Jang, 2014; Kim & King, 2011; Kim et al, 2018; Wang & Kim, 2014), as have many others (e.g., Belz & Thorne, 2006; Levy, 2007). We now have significant evidence that new media technologies allow learners not only to process but also to practice culturally appropriate speech and interaction autonomously and at an accelerated rate (Sercu, 2004).…”
Section: Introductionmentioning
confidence: 99%
“…Consequently, many studies have investigated and discussed the learning effects of online educational games outside the classrooms or after school (Chen & Yang, 2012; Psotka, 2013; Shih, Shih, Shih, Su, & Chuang, 2010; Tsai, Yu, & Hsiao, 2012). The other studies focus on how to construct an Internet-based multiplayer online games environment as their virtual classroom to assisted learning and interacting (Burgess & Ice, 2011; Kim & Blankenship, 2013; Mayrath, Traphagan, Jarmon, Trivedi, & Resta, 2010). However, related fewer works are focused on applying the game into the formal face-to-face classroom setting with wireless handheld devices, which might change the classroom climate to be more interactive and pleasurable which can be a critical issue worthy of our attention.…”
Section: Introductionmentioning
confidence: 99%