Featured Speaker
Sangmin Michelle Lee
Kyung Hee University, South Korea
April 19th 16:30-17:30
Explore, Play, and Learn: L2 Learning in Customizable Metaverse Platforms
Sangmin-Michelle Lee
Kyung Hee University, Korea
English-as-a-foreign-language (EFL) students often struggle with second language (L2) learning, particularly because they learn L2 out of context, which they find unmeaningful and demotivating. In the presentation, I would like to share two of my projects that utilized customizable metaverse platforms to provide a meaningful context for L2 learning and make learning more interesting. The first project was developed in Gather.town (a customizable, 2D, PC-based platform) for elementary Korean EFL learners. I developed a scenario involving a rose theft, based on which I created a town in the metaverse. This virtual, imaginary town offered a variety of multimodal language inputs and missions aimed at solving the problem and identifying the thief. The entire activity was developed based on the principles of constructivist language learning (e.g., contextualized, motivating, interactive, and task-based learning). In this space, 72 students explored, played, and learned English. Quantitative data (a pre- and posttest as well as a postsurvey) and qualitative data (screen recordings, students’ journals, and interviews with students and teachers) revealed that they enjoyed the activity and that their learning outcomes exhibited improvement. In particular, the data showed that the students collaboratively created an emergent narrative through interaction and generated their own narrative based on the predesigned narrative created by the researcher. The second project was developed in VRchat (an immersive virtual reality platform using a head-mounted device) for Korean college students. Multiple scenes in London were constructed based on the first part of the novel Around the World in 80 Days, including Mr. Fogg’s (the main character) house and clubhouse as well as other attractions in London, including Tower Bridge and King’s Cross Station. In total, 25 college students participated in the activity. They explored various sites in London, experienced the novel, and learned about British culture and history. Quantitative data (a pre- and posttest as well as a postsurvey) and qualitative data (screen recordings and students’ reflection papers) indicated that the students were highly engaged behaviorally, affectively, and cognitively and that their language learning outcomes exhibited improvement. Although developing content in the metaverse platform required a significant amount of time and effort, it was ultimately worthwhile.
References
Lee, S-M. (2023). Second language learning through an emergent narrative in a narrative-rich customizable metaverse platform. IEEE Transactions on Learning Technologies.
10.1109/TLT.2023.3267563 https://ieeexplore.ieee.org/document/10103183
Biodata
Sangmin Lee, a distinguished Professor of Global Communication and Software Convergence at Kyung Hee University in Korea, is a leading expert in technology-supported language learning. Her research focuses on four interconnected areas, including technology's creative utilization to enhance language skills, fostering creative and higher-order thinking in students through technology, exploring socially constructed learning environments supported by technology, and investigating teacher education in technology-supported language learning. Her recent research papers cover diverse topics such as machine translation, context-aware technologies, creativity, game-based learning, speaking apps, and multimodality.
With a Ph.D. in Curriculum and Instruction from The Pennsylvania State University, USA, Dr. Lee's extensive research interests include instructional designs in Al-, AR-, and VR-supported learning environments, creativity, machine translation, game-based language learning, and L2 writing. Her passion for innovative technology-driven language education has led to groundbreaking work in the field.
As an accomplished educator, Dr. Lee teaches various graduate and undergraduate courses, including Language Learning and Technology I & II, Task-based Language Teaching, Second Language Acquisition, Game-based Language Learning, and Curriculum Evaluation & Materials Development at the graduate level, and Technology & Digital Contents and Materials Evaluation & Development Task-based English Learning at the undergraduate level.
Dr. Lee's contributions to academia are evident through her publications in esteemed journals. Notably, she co-authored "Into the Brave New Metaverse: Envisaging Future Language Teaching and Learning" and "Second Language Learning through an Emergent Narrative in a Narrative-rich Customizable Metaverse Platform," both featured in the IEEE Transactions on Learning Technologies. She also authored a systematic review and meta-analysis titled "The effectiveness of machine translation in foreign language education," published in Computer Assisted Language Learning.
Her dedication to advancing technology-supported language learning has made a significant impact on the field, and her commitment to research and teaching has influenced students and scholars, solidifying her position as an influential figure in the realm of Global Communication and Software Convergence.