Constructing Situated Learning Platform for Japanese Language and Culture in 3D Metaverse

Michiru Tamai, Mitsuyuki Inaba, K. Hosoi, R. Thawonmas, Masayuki Uemura, Akinori Nakamura
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引用次数: 10

Abstract

This research aims at implementing an e-Learning platform where students from overseas can learn Japanese language and culture in 3D met averse. First, we introduce the results of preliminary survey to international students regarding their study interests related to Japanese language and culture. Second, we outline the design and implementation of our learning platform in Second Life (SL) based on the concept of situated learning that emphasizes embodied interaction with the external objects/environment in the process of learning. The platform includes traditional Japanese architecture, such as Shinto shrine, Noh stage, or Buddism pagoda. The learners can also explore those architectures in the virtual space with their avatar. Third, we elucidate the result of the analysis of our learning experiment in SL among international and Japanese student based on the interaction between learners and with objects in the virtual space. Finally, we discuss advantages and limitations of learning process in our met averse platform in terms of situated leaning of Japanese language and culture.
构建三维虚拟世界日语语言文化情境学习平台
本研究旨在建立一个在线学习平台,让海外学生可以在3D环境中学习日本语言和文化。首先,我们向国际学生介绍有关日本语言和文化学习兴趣的初步调查结果。其次,我们根据情境学习的概念概述了我们在第二人生(SL)中学习平台的设计和实现,情境学习强调在学习过程中与外部对象/环境的具体互动。该平台包括传统的日本建筑,如神道神社,能舞台或佛教宝塔。学习者还可以在虚拟空间中与他们的化身一起探索这些建筑。第三,基于学习者与虚拟空间中物体的互动,我们对国际学生和日本学生的外语学习实验结果进行了分析。最后,我们从日语语言和文化情境学习的角度,讨论了在我们的学习平台中学习过程的优势和局限性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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