The development of tools and projects implementing e-learning applications within virtual worlds ... more The development of tools and projects implementing e-learning applications within virtual worlds is already a constant in the educational landscape [1]. The most widely used platform for this purpose is Second Life (SL), the metaverse created in 2003 by Linden Research. In this context our objective is to enrich traditional learning activity through the capabilities of SL virtual world. Specifically, we propose to improve the user experience when conducting a language questionnaire including unique multimedia capabilities and social tools offered by this software, so the user is motivated to engage in a successful activity. 2 Virtual world factors in motivation and learning MUVEs (Multi User Virtual Environments) offer a platform where users can communicate with one another in a space that emulates reality. Some of their advantages, over other alternatives, are related to student motivation [2]. The most immediate one is the immersion sensation caused by being engaged in a virtual w...
Tejuelo: Didáctica de la Lengua y la Literatura. Educación, 2009
Resumen: La metodología presentada en este artículo pretende ayudar a solventar dos problemas edu... more Resumen: La metodología presentada en este artículo pretende ayudar a solventar dos problemas educativos en el campo del L2: el sentimiento de frustración de muchos adultos españoles cuando se enfrentan al aprendizaje de una segunda lengua, sumado al hecho de que la tendencia en la enseñanza de idiomas es incluir las TICs, recursos a los que, en muchos casos, son totalmente ajenos. Así, por un lado se intentan mejorar los problemas tradicionales que encuentra el docente en la enseñanza de una segunda lengua a ...
The development of tools and projects implementing e-learning applications within virtual worlds ... more The development of tools and projects implementing e-learning applications within virtual worlds is already a constant in the educational landscape [1]. The most widely used platform for this purpose is Second Life (SL), the metaverse created in 2003 by Linden Research. In this context our objective is to enrich traditional learning activity through the capabilities of SL virtual world. Specifically, we propose to improve the user experience when conducting a language questionnaire including unique multimedia capabilities and social tools offered by this software, so the user is motivated to engage in a successful activity. 2 Virtual world factors in motivation and learning MUVEs (Multi User Virtual Environments) offer a platform where users can communicate with one another in a space that emulates reality. Some of their advantages, over other alternatives, are related to student motivation [2]. The most immediate one is the immersion sensation caused by being engaged in a virtual w...
Tejuelo: Didáctica de la Lengua y la Literatura. Educación, 2009
Resumen: La metodología presentada en este artículo pretende ayudar a solventar dos problemas edu... more Resumen: La metodología presentada en este artículo pretende ayudar a solventar dos problemas educativos en el campo del L2: el sentimiento de frustración de muchos adultos españoles cuando se enfrentan al aprendizaje de una segunda lengua, sumado al hecho de que la tendencia en la enseñanza de idiomas es incluir las TICs, recursos a los que, en muchos casos, son totalmente ajenos. Así, por un lado se intentan mejorar los problemas tradicionales que encuentra el docente en la enseñanza de una segunda lengua a ...
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Papers by Paula Ferreira da Silva