Second Life role-play interactions show more conversational turns with shorter contributions than face-to-face role-play¶
Claim · All claims
Evidence · 1 study · causalr2·q2
Currency · newest study 2017 · not yet checked against its sources · not reviewed by a person
Subclaims¶
Reading the evidence codes
q is the design tier, i the impact, n the sample, and the kind with its r
the rigour judged within that kind: what each code means.
This claim: no standardized effect is recorded in observations/ for it yet, so no benchmark reading is possible.
q2 i? Experimental-group participants took more conversational turns in SL than in face-to-face class but produced fewer words per turn, with no significant difference in total words produced. → Mercedes Rico García and Paula Ferreira da Silva 2017
Evidence¶
Mercedes Rico García and Paula Ferreira da Silva 2017¶
Mercedes Rico García and Paula Ferreira da Silva. (2017). Acquisition of Language and Intercultural Competences in Tourism and Hospitality Studies through Active Experimentation in Second Life. Teaching English with Technology, 18(2), 69-92. https://eric.ed.gov/?id=EJ1177703
q2 · i? · causal · r2
Transcript analysis of recorded SL and face-to-face role-plays counting concepts generated, turn-taking and language; the article also notes SL tasks "lasted longer than in FtF (9 versus 7 m inutes respectively".
"the participants from the experimental group took more conversational turns ( engaged in more dynamic interaction) than those in the FtF class, but produced fewer num bers of words per turn than in the FtF interaction, although there were no significant dif ferences in the total number of words produced in the two types of conversations."
Discussion¶
Learner Variables¶
- Reading and Language — outcome: instruction changes it
Related Claims¶
- Second Life role-play yields higher cultural awareness and diversity understanding than face-to-face role-play — related
- Second Life role-play yields higher multicultural acceptance and cultural enrichment than face-to-face role-play — related
- Second Life and face-to-face role-play produce no significant difference in ESP linguistic performance for tourism students — related
- Human-human L2 dialogue has more and shorter turns while AI dialogue has fewer, longer turns with more words per turn — related
- Interactive engagement requires both partners' utterances to be primarily constructive and a sufficient degree of turn taking — a broader claim this one bears on
- The number of conversational turns is more closely associated with children's language skills and language-related brain function than the raw number of words heard, regardless of family income or education. — related
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