Abstract
Second Life (SL) is a virtual environment where synchronous e- learning and international discussions can take place. It is a three-dimensional virtual community provided by Linden Research, Inc. in San Francisco, California.
Students from Korea, Japan, and the United States use special software in SL that allows them to chat with each other about various topics using their own languages: Korean, Japanese, and English.
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Hyacinthe, L. (File: Second Life 11th Birthday Live Drax Files Radio Hour). CC BY–SA 3.0. It is available in Wikimedia Commons in the category of Avatars from Second Life.
Kanematsu, H., Fukumura, Y., Barry, D. M. Sohn, S. Y., & Taguchi, R. (2010). Multilingual Discussion in Metaverse among Students from the USA, Korea, and Japan. In KES 2010, Part IV, LNAI 6279, (pp. 200–209). Berlin: Springer.
Kanematsu, H., Fukumura, Y., Barry, D. M. Sohn, S. Y., Taguchi, R., & Arturo, N. R. R. (2010). Conversation Analysis of PBL in Metaverse for Students from the USA, Korea, and Japan. In Proceedings of the International Conference on Engineering Education ICEE-2010, Gliwice, Poland (July 2010).
Kanematsu, H., Fukumura, Y., Barry, D. M. Sohn, S. Y., Taguchi, R., & Sahar Farjami (2010). Virtual Classroom Environment for Multi-Lingual Problem-Based Learning with US, Korean, and Japanese Students. In Proceedings of 2010 JSEE Annual Conference, Tohoku, Japan (Aug 2010).
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Kanematsu, H., Barry, D.M. (2016). International Discussions Held in Second Life Using One’s Native Language. In: STEM and ICT Education in Intelligent Environments. Intelligent Systems Reference Library, vol 91. Springer, Cham. https://doi.org/10.1007/978-3-319-19234-5_22
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DOI: https://doi.org/10.1007/978-3-319-19234-5_22
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