Nussli, Natalie

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Natalie
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Nussli, Natalie

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  • Publikation
    Effective teacher training in the use of three-dimensional immersive virtual worlds for learning and instruction purposes: A literature review
    (04/2014) Nussli, Natalie; Oh, Kevin [in: Journal of Technology and Teacher Education]
    The overarching question that guides this review is to identify the key components of effective teacher training in the use of three-dimensional (3D) immersive virtual worlds (IVWs) for learning and instruction purposes. The process of identifying the essential components of effective teacher training in the use of 3D IVWs will be described step-by-step. First, the need of virtual teacher training will be established (why), followed by the identification of the required teaching skills. Next, existing empirical guidelines for teaching in 3D IVWs will be presented from which the skills required for effective teaching in 3D IVWs will be extrapolated (what). The final step (how) will consist of presenting teachers with compelling evidence of the unique affordances of 3D IVWs for education, with the goal to promote teachers’ commitment to the use of 3D IVWs. Implications will be relevant for teacher educators, pre- and in-service teachers, administrators, principals, and instructional designers.
    01 - Zeitschriftenartikel, Journalartikel oder Magazin
  • Publikation
    Technology-enhanced language learning: A case study of a global classroom in Second Life
    (01/2014) Oh, Kevin; Nussli, Natalie [in: International Journal on Advances in Life Sciences]
    This study reports on a case study about conversation practice in Second Life, a three-dimensional (3D) virtual environment, between 12 English language learners and 18 special education teachers. The purpose of the study was to examine participants' perceptions of the usability of virtual worlds as a language learning platform and to identify the unique skills required for successful teaching in a 3D environment. Specifically, the anxiety-reducing features of the virtual, anonymous environment in which oral language skills can be practiced through avatars were investigated. Extensive challenges inherent to the lesson design and audio quality were identified in this study. Guidelines on how to address these challenges as well as ideas for alternative, more effective learning designs, such as the discussion group format, are outlined. The study resulted in nine suggestions for virtual conversation practice in 3D environments. These findings will be relevant to other language instructors who plan to use Second Life or a similar virtual world for oral fluency enhancement in collaborative language practice.
    01A - Beitrag in wissenschaftlicher Zeitschrift