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This research aims at implementing an e-Learning platform where students from overseas can learn Japanese language and culture in 3D met averse. First, we introduce the results of preliminary survey to international students regarding their study interests related to Japanese language and culture. Second, we outline the design and implementation of our learning platform in Second Life (SL) based on the concept of situated learning that emphasizes embodied interaction with the external objects/environment in the process of learning. The platform includes traditional Japanese architecture, such as Shinto shrine, Noh stage, or Buddism pagoda. The learners can also explore those architectures in the virtual space with their avatar. Third, we elucidate the result of the analysis of our learning experiment in SL among international and Japanese student based on the interaction between learners and with objects in the virtual space. Finally, we discuss advantages and limitations of learning process in our met averse platform in terms of situated leaning of Japanese language and culture.
Metaverse, e-Learning, Situated Learning, Collaborative Learning, Second Life
Koichi Hosoi, Ruck Thawonmas, Michiru Tamai, Mitsuyuki Inaba, Akinori Nakamura, Masayuki Uemura, "Constructing Situated Learning Platform for Japanese Language and Culture in 3D Metaverse", International Conference on Culture and Computing, vol. 00, no. , pp. 189-190, 2011, doi:10.1109/Culture-Computing.2011.59
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