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EN
The purpose of this study was to investigate prospective teachers’ experiences in utilizing Second Life for learning English, differentiating between personal use of the said virtual world for learning the English language and its potential use for teaching English in the future. The results showed that the students perceived the use of Second Life to be beneficial for communication in English and they regarded it as a great source of the target language vocabulary. They also found it useful in practicing writing skills and learning new words and phrases. The use of the said world allowed the students to point out some disadvantages. Among other things, they included the incorrect use of English by some Second Life users, problems with finding people to talk with and rude behavior. In addition, the study participants did not regard Second Life as useful in developing oral skills or grammar. Finally, the findings revealed the prospective teachers’ willingness to use Second Life for teaching speaking and writing skills as well as the target language vocabulary. A selection of the students’ proposals of language activities to be used in a virtual world is also offered.
EN
Living in a global world involves not only mastering languages, but also dealing with different habits and values. It becomes critical with students trained to deal with a multicultural public, such as the group of learners from tourism covered by our research. Our proposal aims to analyze whether the virtual world of Second Life (SL) facilitates the development of English for Specific Purposes and the acquisition of intercultural communication. To cover the objective qualitative and quantitative research were conducted along a four-phased in/out SL instruction. Questioning about the differences between the mean score obtained by experimental and control groups shows no significant differences in the acquisition of language regarding face to face and Second Life interaction, but demonstrates a positive tendency in the case of intercultural competences.
EN
The first, theoretical, part of the present paper is devoted to the characteristics of the affective variables of motivation, language anxiety and boredom as situated within the framework of complex dynamic systems. The second part discusses results obtained from a six-month research project intended to examine the effect of Second Life on four English philology students’ changes in levels of motivation, language anxiety and boredom. The data, collected via a personal questionnaire, learner diary and evaluation questionnaire, underwent both quantitative and qualitative analysis.
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Drugie życie trzecich miejsc

89%
Świat i Słowo
|
2021
|
vol. 37
|
issue 2
173-190
EN
One of the main characteristics of Oldenburg’s concept of Third Places is the condition of being a neutral space, friendly to everyone regardless of social status, age or gender. The concept, in its intended course, enables social activities that go beyond easily available cognitive prescriptions. Consequently, Third Places seem to play an important role in the process of formation of communities. They can be perceived as „places in between”; on the borderline of domestic intimacy and the imposed sterility of the workplace. There is an atmosphere of „freedom from” socialization and „freedom to” engage in relations with „familiar strangers” (Milgram, 1977). This essay aims to demonstrate the possibility of existence the virtual third places and present the argument that the way in which such social spaces develop and operate is a key factor in the implementation and functioning of virtual urban spaces. Self-determined social world Second Life will serve as an example.
PL
Oldenburgowska koncepcja trzeciego miejsca zasadzająca się m.in. na warunku bycia przestrzenią neutralną, przyjazną każdemu bez względu na status społeczny, wiek lub płeć w swym zamyśle umożliwia działania społeczne wykraczające poza łatwo dostępne recepty poznawcze. Trzecie miejsca wydają się zatem odgrywać istotną rolę w procesie formowania się wspólnot. Postrzegać je można jako przestrzenie zawieszone, „miejsca pomiędzy” na pograniczu domowej intymności i narzuconej sterylności miejsca pracy. Panuje tam atmosfera „wolności od” uwiązania socjalizacyjnego oraz „wolności do” angażowania się w relacje z familiar strangers (Milgram). Wychodząc od ujmowania świata wirtualnego jako simulacrum w rozumieniu Jeana Baudrillarda – jako niekorespondującą z oryginałem kopię zyskującą status autonomicznego obiektu – niniejsza praca ma na celu wykazanie możliwości istnienia wirtualnych trzecich miejsc, a także argumentacji za tym, że kluczowym czynnikiem rozwoju takich przestrzeni społecznych jest sposób realizacji i funkcjonowania wirtualnych przestrzeni miejskich. Za przykład modelowy posłuży samodeterminujący się wirtualny świat społeczny Second Life.
EN
Recent years have belonged to the generation of people whose basic form of entertainment is the digital play. For some people games may be the source of entertainment, information, education or even religious life in a deeper form and evangelization, whilst for others this is the way leading to isolation from the family and society, addiction, deterioration of the marriage life, depravation of parental rights, illness or even crime. Thus we can speak about chances as well as threats for mankind the virtual reality games bring about. The latter stem from the fact that games occupy a substantial part of the player’s life: the world of games; the virtual world intrudes into the real world so much, that the player is deprived of a part of his real life and on numerous occasions deprived of his „here and now” identity. The virtual world makes it possible to escape from one’s own identity through the construction of some other identity; the identity that is often irresponsible and hypocritical. It appears that the dividing line of understanding what the virtual world and new media should be has been violated. Where are the borders of the real and the virtual world? The answers to the questions are to be found in the subsidiary principle and the moral order in the real and the virtual world.
EN
Recent years have belonged to the generation of people whose basic form of entertainment is the digital play. For some people games may be the source of entertainment, information, education or even religious life in a deeper form and evangelization, whilst for others this is the way leading to isolation from the family and society, addiction, deterioration of the marriage life, depravation of parental rights, illness or even crime. Thus we can speak about chances as well as threats for mankind the virtual reality games bring about. The latter stem from the fact that games occupy a substantial part of the player’s life: the world of games; the virtual world intrudes into the real world so much, that the player is deprived of a part of his real life and on numerous occasions deprived of his „here and now” identity. The virtual world makes it possible to escape from one’s own identity through the construction of some other identity; the identity that is often irresponsible and hypocritical. It appears that the dividing line of understanding what the virtual world and new media should be has been violated. Where are the borders of the real and the virtual world? The answers to the questions are to be found in the subsidiary principle and the moral order in the real and the virtual world.
EN
The aim of the present study was to raise awareness related to the postmodern educational philosophies, and to the opportunities provided by the emerging technologies and conditions of our era with regard to foreign language (FL) education. The main discussion was that educators and educational practices are not in complete harmony with the recent products of technology or with the needs, interests, and habits of the learners. The current work proposed Second Life (SL) as a useful model to focus on and investigate in order to derive some theoretical and practical guidelines and conclusions that will be consistent with all philosophies, applications, stakeholders, instruments, and conditions in educational settings in the current age of technology and in the future. The present study concluded that the administrative side of education has fallen far behind the progress in technology, and thus remains quite traditional and static, which creates a paradoxical situation suggesting that the teaching part has lost its power and efficiency, while the learning part continues to be innovative and creative.
e-mentor
|
2013
|
issue 3 (50)
44-51
EN
The article presents the three-dimensional virtual world of the Second Life as a filed of academic activity. The educational sector in the Second Life is still powerful and active despite certain decrease of virtual worlds’ popularity as social and business environments in the recent years. The paper provides a description of member and thematic groups as the academic cooperation tools. It also discusses the workshops, certified courses and academic programs organized in the Second Life, whose aim is to educate the scientific and didactic staff working in virtual environment.
XX
In this paper, we address the relevance of virtual worlds for negotiation using the example of Second Life and AltspaceVR; we take into account mindset issues and an avatar’s influence on this process. The concept of negotiation is related here to the concept of a networked society to describe actions undertaken between two or more individuals, groups, and/or organizations. The network is a milieu for negotiating with one-self and with others. Negotiating in a networked space can be an opportunity for self-exploration, subversion, and compensation for the limitations of physical reality, and it also involves background problems and the displacement of power. The term “negotiation” is used in online communities to describe interactions between people who are not physically present but interact with each other through some technical devices, such as the telephone or the Internet. In the waves of technological development, how people organize their lives and behave is a question of convenience. Virtual worlds, in which the human is extended by an avatar (and the avatar by the electronic space), are now being transformed into worlds where the human is just the avatar. The avatar is in the same space the human is in, i.e., in the physical world. This transformation (in fact, a paradigm shift) involves changing the habits of users, who are now adopting new habits in the form of negotiating the physical world with the values and habits of the virtual world.
EN
Collective Memory and Colloquial Aesthetic Experience. Remarks on the Functions of Digitalized Paintings in Second Life The article addresses the representation of art in Second Life. There is an interesting dichotomy between collective memory and colloquial aesthetic experience in virtual reality. The article consists of two main parts: the first pertains to decontextualisation as a paradigm in art; the second refers to the features of daily aesthetic experience. The main hypothesis of this paper is: digitalized images of paintings reveal changes in thinking about art in a world dominated by new media (and thus also by Second Life). This hypothesis confi rms the presumption that collective memory nowadays is dominated by colloquial thinking about art, aesthetic and beauty.
PL
W artykule Aspekty edukacyjne wirtualnych światów. Aplikacja Second Life uczestnicy spotkań SEA-Poznań omówili pokrótce funkcjonalność edukacyjną światów wirtualnych na przykładzie Second Life (SL) z perspektywy użytkownika, osoby potencjalnie zainteresowanej korzystaniem z zasobów tego świata w celach edukacyjnych lub poznawczych. Podano też przykłady polskie grup zainteresowań działających w SL, obszarów czy konkretnych miejsc w SL. Niniejszy artykuł jest poświęcony zagadnieniom związanym z edukacją akademicką oraz życiem akademickim, które toczy się w SL nieustannie od kilkunastu lat. Artykuł wprowadza do istoty światów wirtualnych, aby następnie przejść do zagadnień ze świata akademickiego w różnych jego aspektach. Mówimy zatem o innowacyjności wirtualnych placówek edukacyjnych, wydarzeniach akademickich, konferencjach naukowych i dydaktycznych odbywających się albo całkowicie wirtualnie w SL, albo hybrydowo. Został również uwzględniony akcent polski: krótko o popularyzacji wirtualnych uczelni w kraju oraz o dyplomach realizowanych w świece wirtualnym. Ostatnia część artykułu poświęcona jest krytycznej ocenie wirtualizacji edukacji.
EN
The article is a continuation of the discussion initiated in the first part, Educational aspects of virtual worlds. The application of Second Life. Here, different aspects of academic education and academic research are discussed – also on the example of SL – which has its 13th anniversary this year. The article consists of a few parts. Part One explains the essence of virtual worlds as platforms for communication, education and research. Part Two discusses innovations in education provided in virtual campuses. Part Three presents selected academic events organized in SL, e.g. discussion groups and regular meetings of researchers and educators, as well as scientific conferences – both hybrid ones and performed entirely in SL. Part Four focuses on the popularization of virtual education and virtual campuses in Poland. Part Five is devoted to certificates and diplomas from virtual schools, as well as academic defenses performed in SL. Polish Academia Electronica is described shortly here, too. The last part presents a critical analysis of the virtualization of education. Here, both affordances and limitations of 3D virtual environments in education are mentioned.
PL
W ostatniej dekadzie istotnie ewaluowało znaczenie gier, zwłaszcza opartych na przemierzaniu wirtualnego świata, których przykładem jest Second Life (SL). Gry, stanowiące wcześniej tylko rozrywkę, znalazły również zastosowanie w działalności przedsiębiorstw, między innymi w prowadzeniu aktywności marketingowych wewnątrz gier i w zarządzaniu zasobami ludzkimi. W niniejszym artykule postawiono pytanie, czy Second Life nadal jest atrakcyjnym narzędziem służącym z jednej strony do rekrutacji pracowników, a z drugiej – do poszukiwania pracy. Pytanie jest zasadne, gdyż w ostatnich latach wirtualny świat Second Life stracił część użytkowników na rzecz rozwijających się w tym samym czasie portali społecznościowych. Opracowanie oparto na przeglądzie wybranych polskich i zagranicznych artykułów naukowych.
EN
The importance of games has evolved significantly over the last decade. This is especially true of games such as Second Life. Games that had initially been mere entertainment have now found application in company operations, including through marketing efforts within games and in human resource management. This article asks if Second Life is still an attractive tool serving, on the one hand, the recruitment of employees and the search for a job on the other. The question is important, as the virtual world of Second Life has recently lost users to social media, which has been developing at the same time. This paper is based on a review of selected Polish and foreign scientific papers.
Neofilolog
|
2018
|
issue 50/1
87-108
EN
Using various forms of computer-assisted instruction in foreign language teacher and translator training has become an obvious fact. While fully distance programs are rather scarce, more and more projectsadopt the blended learning approach mediated by different webbased tools. The purpose of the paper is to critically describe and analyse a myriad of tools used as e-learning platforms: Learning Management Systems, glottodidactic platforms, virtual worlds, wikis and social networking tools. It is essential to see different dimensions of innovation in language teacher and translator training, in terms of technology, course management and task design. The discussion will be based on examples of projects run through the tools under analysis in different university programmes all over Poland.
PL
Artykuł koncentruje się na trójwymiarowych środowiskach wirtualnych i ich funkcjonalności edukacyjnej na przykładzie świata Second Life. Wbrew opiniom pojawiającym się od czasu do czasu w literaturze przedmiotu światy wirtualne 3D nie odchodzą w przeszłość, przynajmniej nie w sektorze edukacyjnym. Autorzy artykułu próbują to wykazać, przedstawiając różne aspekty Second Life w zastosowaniach dydaktycznych, naukowych, a także kulturowo-poznawczych. Tytułem wprowadzenia została przedstawiona konstrukcja logiczna światów wirtualnych. Następnie zostały przybliżone wybrane aspekty infrastruktury i nawigacji w świecie wirtualnym. Odrębna część poświęcona jest wątkowi polskiemu, a mianowicie polskim wyspom, co zostało poparte krótką analizą statystyczną z perspektywy użytkownika. W kolejnej części zostały omówione afordancje świata wirtualnego 3D na przykładzie nauki języków obcych. Jest tam mowa o edukacji językowej na przykładach zarówno nieformalnych i okazjonalnych, jak i zinstytucjonalizowanych i sformalizowanych. Autorzy zwracają też uwagę na wirtualne realizacje obiektów i miejsc o charakterze kulturalnym lub turystycznym. Artykuł wieńczy krótka analiza opinii na temat światów wirtualnych typu Second Life oparta na literaturze przedmiotu.
EN
The article focuses on three-dimensional virtual environments and their educational functionality, on the example of Second Life. As opposed to some opinions raised in the literature recently, 3D virtual worlds are not passe yet, at least in the educational sector. The authors of the article attempt to support the thesis above and present different aspects of Second Life in educational, scientific, cultural and cognitional applications. To begin with, a logical construction of virtual worlds is given. Then, some infrastructural and navigational characteristics is presented. The next part of the article is devoted to Polish spots in Second Life, which is supported with some statistics and user analysis. Then, some affordances of 3D virtual worlds are discussed with reference to foreign language learning. Some examples are given of informal and occasional language learning as well as formalized an institutionalized language education. The following part is devoted to virtual tourism and popular spots to visit in Second Life. Finally, general opinions on the values and limitations of 3D worlds are compiled, based on the literature.
PL
Artykuł dotyczy trójwymiarowych przestrzeni wirtualnych dostępnych online. Są to środowiska całkowicie graficzne. Użytkownik porusza się w przestrzeni 3D, sterując swoim awatarem – również trójwymiarową reprezentacją graficzną siebie samego. Początków takich światów należy szukać wśród gier strategiczno-przygodowych, jednak niektóre ewoluowały do tworów zwanych światami wirtualnymi „na serio”, które nie służą graniu. Ich zasoby są tworzone w całości i od początku przez samych użytkowników (rezydentów). Ci ostatni nie grają, lecz budują, tworzą infrastrukturę i egzystują w nich dla swoich własnych celów, jakiekolwiek one są: od rozrywkowych, przez edukacyjne, do komercyjnych. Do trzech najważniejszych cech takich środowisk zaliczają się: immersja, teleobecność i współobecność. Autor omawia wyłącznie światy wirtualne „na serio”. Największym z nich jest obecnie Second Life. Wiele instytucji – w tym edukacyjnych – ma tam swoje wirtualne agendy lub kampusy. W artykule omówione są wybrane przykłady projektów, instytucji i miejsc w Second Life, które wiążą się z problematyką niepełnosprawności człowieka; odniesiono się m.in. do kwestii czy, jak i gdzie w Second Life osoba niepełnosprawna może się realizować bądź szukać wsparcia.
EN
The article discusses three-dimensional virtual online environments. These are entirely graphical environments. The user moves through those spaces through his/her avatar – a 3D graphical representation of himself/herself. Historically, these worlds emerged more than a decade ago from strategic and adventure games; however, some of them evolved into creations called serious virtual worlds. These are not games. Their content is created in its entirety by their users (residents) from scratch. There is no central game there. Residents do not play, but they build infrastructure and exist there for their own needs whatever these needs are: from pleasure and fun, through education to commerce and business. Three main characteristics of these environments are: immersion, telepresence and co-presence. The author discusses serious virtual worlds only. Nowadays, the largest serious virtual world is Second Life. Many institutions – including educational ones – have their virtual agendas or campuses there. The article discusses selected examples of projects, institutions and places in Second Life which deal with disability issues, e.g. if, how and where a person with disability may fulfill himself/herself or seek support.
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