Turkish Foreign Language Learners’ Roles and Outputs: Introducing an Innovation and Role-Playing in Second Life
Abstract
This study aims to design of the two activities “introducing an innovation” and “role playing”
in Second Life (SL) and to evaluate qualitatively Turkish foreign language learner’s roles and
outputs before, while, and after the implementation of the activities. The study used
community of inquiry model consisting of cognitive presence and social presence as a
theoretical frame to discuss the roles and outputs. The participants were twelve students
and two English teachers from two different high schools. Teaching and learning in SL took
six weeks. The first activity “introducing an innovation” let students develop an innovation
and introduce it in English at a congress hall. The second activity “role playing” had four
different scenarios in which students would be involved in; travel agency, get permission
from family to go out, restaurant, and renting a car. It was found that the two activities in
Second Life had various requirements in terms of the teacher, the student and the social
environment and that they differed in pre-activity, while-activity and post-activity phases in
terms of outputs. When the learning contexts created in this study are considered in terms
of cognitive presence, the outcomes of the interaction effect between the teacher, the
student, and the social environment were higher in the role-playing activity than in the
second activity. Written preparations done before the activity in both teaching activities
had positive effects on students’ performance during the activity. The fact that students
responded to the questions spontaneously without following the scenario and that they
found the correct answer through discussion affected their cognitive presence positively.
For social presence, the role-play activity resulted in highersocial presence than introducing
an innovation since the students studied individually in the introduction of an innovation.
Keywords
References
- Annetta, L. A. & Holmes, S. (2006). Creating presence and community in a synchronous virtual learning environment using avatars. International Journal of Instructional Technology and Distance Learning, 3(8), 27-43.
- Baran, E. & Bilici, S. C. (2015). A Review of the research on technological pedagogical content knowledge: The case of Turkey. Hacettepe University Journal of Education, 30(1), 15-32.
- Berns, A., Gonzalez-Pardo, A., & Camacho, D. (2013). Game-like language learning in 3-D virtual environments. Computers & Education, 60(1), 210-220.
- Bilici, S. C. & Baran, E. (2015). The investigation of science teachers’ self-efficacy toward technological pedagogical content knowledge: A longitudinal study. Journal of Gazi Faculty of Education, 35(2), 285-306.
- Burgess, M. L., Slate, J. R., Rojas-LeBouef, A., & LaPrairie, K. (2010). Teaching and learning in Second Life: Using the Community of Inquiry (CoI) model to support online instruction with graduate students in instructional technology. The Internet and Higher Education, 13(1), 84-88.
- Can, E. & Can, C. I. (2014). Turkiye’de ikinci yabanci dil ogretiminde karsilasilan sorunlar [Problems Encountered in Second Foreign Language Teaching in Turkey]. Trakya University Journal of Education, 4(2), 43-63.
- Clark, R. E. (1994). Media and method. Educational Technology. Research & Development 42(3), 7-10.
- Cooke-Plagwitz, J. (2008). New directions in CALL: An objective introduction to Second Life. CALICO Journal, 25(3), 547–557.
Details
Primary Language
English
Subjects
-
Journal Section
Research Article
Publication Date
July 14, 2017
Submission Date
July 18, 2017
Acceptance Date
July 5, 2017
Published in Issue
Year 2017 Volume: 8 Number: 3