Graphics Programs Reference
In-Depth Information
Winn, W. (2002). Current Trends in Educational
Technology Research: The Study of Learning
Environments. Educational Psychology Review ,
14 (3), 331-351. doi:10.1023/A:1016068530070
CALL: Computer Assisted Language Learn-
ing-Using computer technologies to learn a
language.
CMC: Computer Mediated Communication-
Using computer applications to communicate
online.
SLA: Second Language Acquisition.
Avatar: Graphic representation of the partici-
pant's virtual persona.
Second Life: 3D Multi-User Virtual Environ-
ment freely downloadable from www.secondlife.
com.
Classroom: any space where teachers and
students get together with the purpose of teach-
ing & learning.
Yee, N., Bailenson, J. N., Urbanek, M., Chang, F.,
& Merget, D. (2007). The Unbearable Likeness
of Being Digital: The Persistence of Nonverbal
Social Norms in Online Virtual Environments.
Cyberpsychology & Behavior , 10 (1), 115-121.
doi:10.1089/cpb.2006.9984
keY TeRmS AND DeFINITIONS
MUVEs: three-dimensional environments
simulating the real world.
Embodiment: strong relationship between
self and the digital representation of self in the
form of avatar.
Task-based Learning: teaching-learning ap-
proach based on the use of real-life tasks to teach/
learn a second/foreign language.
eNDNOTeS
1
http://wiki.secondlife.com/wiki/Holodeck
2
St. Patrick's Day: national day of the Re-
public of Ireland which is also celebrated
by the Irish diaspora worldwide.
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