Chapter+5+-+Avatars+in+the+World+Classroom

AVATARS IN THE WORLD LANGUAGES CLASSROOM

The European Network and Information Security Agency defines a virtual world as “a computer-based simulated environment intended for use to inhabit and interact via avatars”. Avatars are usually two- or three-dimensional graphic representations of people, animals, anime and characters, which can often be personalized.  On-line avatars that speak and interact with and for learners can create a more contemporary learning experience, increasing students’ satisfaction and retention of knowledge and promoting a willingness to return for more entertaining learning through avatars. Susan Brooks-Young (2010) reminds that “people of all ages have entertained themselves by playing games”, and she asserts that gaming activities have been integrated by teachers for generations. Moreover, Brooks-Young underlines that the explosion of the Internet has taken numerous didactic gaming activities online.

The activities presented in this unit focus on learners as users of technology. However, Avatars present equally significant opportunities for teachers to teach using Web 2.0 technology. Teresa Anderson [|(2009)] proposes for example the creation of a teacher avatar, a sort of virtual coach that accompanies and guides students throughout a course. The coach avatar, which could be sent to students via email or embedded a blog, could report a summary of important concepts and notions discussed during classroom time, give feedbacks on learning exercises and exams, and remind students’ about assignments and deadlines. Anderson highlights that avatars can make the learning environment more current and in touch with digital natives, who are already familiar with online gaming and virtual environments, and avatars are, therefore, common place for them.