1. Mark Peterson, Kyoto University (2011). Towards a Research Agenda for the Use of Three-Dimensional Virtual Worlds in Language Learning Saeid Farid (MP101394)
3. Realistic immersion Pictures are retrieved from:Designing Transient Learning Spaces in Second Life - a case study based on the Kamimo experience by: Deutschman, M., Panichi, L., & Molka-Danielsson, J. (2010)
4. Personalized avatars Pictures are retrieved from:Designing Transient Learning Spaces in Second Life - a case study based on the Kamimo experience by: Deutschman, M., Panichi, L., & Molka-Danielsson, J. (2010)
5. Hypothesized advantages: 1- Negotiation of meaning through interaction with native speakers and peers. 2-Creation of meaningful artifacts= A high degree of engagement 3- Not only text chat but also real-time audio 4- The sense of "being there" ( Lombard, M. , & Ditton, T.B 1997) 5- The sense of "being there together" (Shroeder, p. 4, 2002) 6- Emotional investment= Enhanced participation, motivation and increased linguistic output 7-Anonymity= Reduction of social context cues i.e. age & status
6. Hypothesized issues: 1- Faculty & Learner training = Time consuming 2- Technological requirements i.e modern computers & high-speed network 3- Security concerns i.e unwelcome interlopers "griefers" 4- Creation & Maintenance of worlds = challenging for educators due to computer skills 5-Long term financial costs