{"title":"A situation creation system to enable experiential learning in virtual\n worlds for developing cross-cultural competencies","authors":"Maryam Sadat Mirzaei, Kourosh Meshgi, T. Nishida","doi":"10.14705/RPNET.2020.48.1194","DOIUrl":null,"url":null,"abstract":"The emergence of virtual worlds and simulation games provide ample\n opportunities for developing cultural competence by offering a visual,\n contextual, immersive, and interactive experience. Learners can benefit from\n contextual interactions and develop cultural competencies by fulfilling\n quests or exploring the environment. However, most of the existing systems\n contain few pre-designed scenarios, inadequate for covering unique aspects\n of different cultures. This study introduces a situation creation toolkit\n for teachers and learners to design their culture-specific scenarios in a 3D\n environment and share it with others to experience such situations. In a\n preliminary experiment, 37 English learners with different cultural\n backgrounds created a scenario, specific to their culture, and provided\n proper/improper communicative choices as well as cultural-related notes.\n Scenarios were then exchanged to those of different cultures for\n role-playing and decision-making. Results highlighted the influence of L1\n culture and stereotyping when facing an unfamiliar cultural context, thus\n leading to culturally unacceptable behavior. Findings suggest that through\n real-life scenario design and experience, our platform can prepare learners\n to interact in culturally appropriate ways and encourages them to gain\n cross-cultural competence.","PeriodicalId":302354,"journal":{"name":"CALL for widening participation: short papers from EUROCALL 2020","volume":"2 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-12-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"CALL for widening participation: short papers from EUROCALL 2020","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.14705/RPNET.2020.48.1194","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
The emergence of virtual worlds and simulation games provide ample
opportunities for developing cultural competence by offering a visual,
contextual, immersive, and interactive experience. Learners can benefit from
contextual interactions and develop cultural competencies by fulfilling
quests or exploring the environment. However, most of the existing systems
contain few pre-designed scenarios, inadequate for covering unique aspects
of different cultures. This study introduces a situation creation toolkit
for teachers and learners to design their culture-specific scenarios in a 3D
environment and share it with others to experience such situations. In a
preliminary experiment, 37 English learners with different cultural
backgrounds created a scenario, specific to their culture, and provided
proper/improper communicative choices as well as cultural-related notes.
Scenarios were then exchanged to those of different cultures for
role-playing and decision-making. Results highlighted the influence of L1
culture and stereotyping when facing an unfamiliar cultural context, thus
leading to culturally unacceptable behavior. Findings suggest that through
real-life scenario design and experience, our platform can prepare learners
to interact in culturally appropriate ways and encourages them to gain
cross-cultural competence.