Investigating the affective Learning in a 3D virtual learning environment : the case study of the Chatterdale mystery
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Original versionMolka-Danielsen, Judith; Hadjistassou, Stella; Messl-Egghart, Gerhilde: Investigating the affective Learning in a 3D virtual learning environment : the case study of the Chatterdale mystery. In: CALL communities and culture : short papers from EUROCALL 2016, Papadima-Sophocleous, Salomi; Bradley, Linda; Thouësny, Sylvie (eds.), 319-324. Research-publishing.net 10.14705/rpnet.2016.eurocall2016.582
This research is motivated by the emergence of virtual technologies and their potential as engaging pedagogical tools for facilitating comprehension, interactions and collaborations for learning; and in particular as applied to learning second languages (L2). This paper provides a descriptive analysis of a case study that examines affective learning outcomes. We present an extension of an Affective Learning Model (ALM) in light of gaming in a 3D Virtual Learning Environment (VLE) in support of an L2 course. We identify affordances while applying an example of a serious game within the selected VLE. The findings of this case investigation give evidence that the gaming activities supported affective learning outcomes. This finding aligns with prior research of the ALM. Our research is based on a set of data collected during a case study as part of Euroversity, a three-year European Commission Project (2011-2014). Keywords: virtual learning environments, OpenSim, affective model of learning, affordances, gaming.