A Virtual Space for Children to Meet and Practice Chinese
详细信息    查看全文
  • 作者:Mei Si
  • 关键词:Language and culture learning ; Virtual environment ; Kinect ; Embodied cognition
  • 刊名:International Journal of Artificial Intelligence in Education
  • 出版年:2015
  • 出版时间:June 2015
  • 年:2015
  • 卷:25
  • 期:2
  • 页码:271-290
  • 全文大小:2735KB
  • 参考文献:Barsalou, L. W. (2008). Grounded cognition. Annual Review of Psychology, 59, 617-45.CrossRef
    Ba?türk, M., & Gulmez, R. (2011). Multilingual learning environment in French and German language teaching departments. TOJNED: The Online Journal of New Horizons in Education, 1(2), 16-2.
    Beal, C. R., Walles, R., Arroyo, I., & Woolf, B. P. (2007). On-line tutoring for math achievement testing: a controlled evaluation. Journal of Interactive Online Learning, 6(1), 43-5.
    Boujarwah, F., Riedl, M. O., Abowd, G., & Arriaga, R. (2011). REACT: intelligent authoring of social skills instructional modules for adolescents with high-functioning autism. ACM SIGACCESS Newsletter, 99.
    Capirci, O., Montanari, S., & Volterra, V. (1998). Gestures, signs, and words in early language development (in The nature and functions of gesture in children’s communication, J.M. Iverson & S. Goldin-Meadow, Eds.). New Directions for Child Development, 79, 45-0.CrossRef
    Chang, B., Sheldon, L., & Si, M. (2012) Foreign language learning in immersive virtual environments. In Proceedings of IS&T/SPIE Electronic Imaging, Burlingame, CA.
    Clark, A. (2008). Supersizing the mind: Embodiment, action, and cognitive extension. New York: Oxford University Press.CrossRef
    Dillon, A. (2010). Foreign languages fade in class—except Chinese. Retrieved March 2, 2014, from http://?www.?nytimes.?com/-010/-1/-1/?education/-1chinese.?html .
    Gardner, H. (1985). The mind’s new science: A history of the cognitive revolution. New York: Basic Books.
    Goldin-Meadow, S. (2003). Thought before language: Do we think ergative? In D. Gentner & S. Goldin-Meadow (Eds.), Language in mind: Advances in the study of language and thought (pp. 493-22). Cambridge: MIT Press.
    Goldin-Meadow, S., & Alibali, M. W. (2013). Gesture’s role in speaking, learning, and creating language. Annual Review of Psychology, 64, 257.CrossRef
    Holden, C. L., & Sykes, J. M. (2013). Complex L2 pragmatic feedback via place-based mobile games. In N. Taguchi & J. M. Sykes (Eds.), Technology in interlanguage pragmatics research and teaching: The archaeology of magic in Roman Egypt, Cyprus, and Spain (chapter 7) (pp. 155-83). Amsterdam: John Benjamins Publishing Company.CrossRef
    Hundsberger, S. (2009). Foreign language learning in second life and the implications for the resource provision in academic libraries. http://?arcadiaproject.?lib.?cam.?ac.?uk .
    Johnson, W. L., Marsella, S. C., Mote, N., Si, M., Vilhjalmsson, H., & Wu, S. (2004). Balanced perception and action in the tactical language training system. In proceedings of Balanced perception and action in ECAs in conjunction with AAMAS, July 19-0, New York.
    Kellerman, S. (1992). ‘I see what you mean- The role of kinesic behaviour in listening and implications for foreign and second language learning. Applied Linguistics, 13(3), 239-58.CrossRef
    Kirsh, D., & Maglio, P. (1992). Some epistemic benefits of action: Tetris a case study. In Proceedings of the Fourteenth Annual Cognitive Science Society, Morgan Kaufmann.
    Kistler, F., Endrass, B., Damian, I., Dang, C. T., & André, E. (2012). Natural interaction with culturally adaptive virtual characters. Journal on Multimodal User Interfaces, 6(1-), 39-7.CrossRef
    Lakoff, G., & Nunez, R. (2001). Where mathematics comes from: How the embodied mind brings mathematics into being. New York: Basic Books.
    Lave, J., & Wenger, E. (1991). Situated learning: Legitimate peripheral participation (learning in doing: social, cognitive and computational practices). Cambridge: Cambridge University Press.CrossRef
    McCafferty, S. G. (2004). Space for cognition: gesture and second language learning. International Journal of Applied Linguistics, 14(1), 148-65.CrossRef
    Miller, J. (2009). Linden lab vice president of platform and technology development http://-22.?virtualwordsnews-?com/-009/-5/?out-of-stealth-8d-taps-language-learners-bots-microtransaction?s.?html .
    Morett, L. M., Gibbs, R. W., & MacWhinney, B. (2012). The role of gesture in second language learning: Communication, acquisition, & retention. In proceedings of CogSci.
    MyChina Village (2009). http://?mychinavillage.?uoregon.?edu/?learn.?php??section=?overview .
    Neville, D. (2010). Structuring narrative in 3D digital game-based learning environments to support second language acquisition. The Foreign Language Annals, 43(3), 445-68.CrossRef
    No?, A. (2004). Action in perception. Cambridge: MIT Press.
    O’Brien, M., Levy, R., & Orich, A. (2009). Virtual immersion: the role of CAVE and PC technology. CALICO Journal, 26(2), 337-62.
    Rehm, M., Leichtenstern, K., Plomer, J., & Wiedemann, C. (2010). Gesture activated mobile edutainment (GAME): Intercultural training of nonverbal behavior with mobile phones. In proceeding of the 9th International Conference on Mobile and Ubiquitous Multimedia.
    Rizzo, A., Newman, B., Parsons, T., Reger, G., Difede, J., Rothbaum, B. O., Mclay, R. N.,
  • 作者单位:Mei Si (1)

    1. Rensselaer Polytechnic Institute, Troy, NY, USA
  • 刊物类别:Artificial Intelligence (incl. Robotics); Educational Technology; User Interfaces and Human Computer
  • 刊物主题:Artificial Intelligence (incl. Robotics); Educational Technology; User Interfaces and Human Computer Interaction; Computers and Education;
  • 出版者:Springer New York
  • ISSN:1560-4306
文摘
Second language acquisition after the students have learned their first language is a unique process. One major difference between learning a foreign language and one’s mother tongue is that second language learning is often facilitated with digital media, and in particular, through interacting with computers. This project is aimed at leveraging computer game technologies and Microsoft Kinect camera to create virtual learning environments suitable for children to practice their language and culture skills. We present a unique virtual environment that contextualizes the practice and engages the learners with narratives, encourages group work and leverages the power of embodied cognition in language learning. Our system has been deployed in an afterschool program for children from 6 to 8 years old. We report our evaluation results and reflections on the deployment process, followed by discussion and future work. Keywords Language and culture learning Virtual environment Kinect Embodied cognition

© 2004-2018 中国地质图书馆版权所有 京ICP备05064691号 京公网安备11010802017129号

地址:北京市海淀区学院路29号 邮编:100083

电话:办公室:(+86 10)66554848;文献借阅、咨询服务、科技查新:66554700