Thetransformations in teaching methods related to Digital Technologies completely escape the teaching ofarchitecture, which remains firmly rooted in tradition. The thesis aims to contribute possible usesof interactive virtual environments on which new educational methods of teaching architecture can emerge. VR would make itpossible to confront the architectural student with different situations. The possibilities of mixing the real and the virtual environment, made possible by AR, wouldpromote the appropriation of the relationships between architecture and its surroundings. Therefore, this study offers implications for second language pedagogy and research.ĭigital realities, such as virtual (VR) or augmented reality (AR), can complement traditional methods of learningarchitectural design. Moreover, the results of an in-depth interview conducted with one of the Faction non-native English speakers (NNES) revealed that the affordances of SK were important in the development and improvement of second language skills. The results suggested that the norms of the Faction community, that is, communication, collaboration, skills, support, rules, closeness, trust, status, and shared experiences provided a supportive environment for SLS. To explore the affordances of this community for SLS, the social dynamics in a Faction community during 4 lifetime periods, namely, war, postwar peace and life in exile, end of the world, and immigration to a new world were investigated using three methods: observation, analysis of records (in-game forum exchanges), and interview. This ethnographic case study aims to examine second language socialization (SLS) in a massively multiplayer online game (MMOG) called Stronghold Kingdoms (SK).
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |