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Virtual Worlds for Developing Intercultural Competence

2020, Handbook of Research on Diverse Teaching Strategies for the Technology-Rich Classroom

https://doi.org/10.4018/978-1-7998-0238-9.CH013

Abstract

The authors present a framework for developing intercultural competence (IC) and use tridimensional digital virtual worlds (3DVW) as environments for developing IC. They developed an artifact, via design research, constituted by an educational method using the 3DVW Second Life® as the place for a virtual exchange program between 92 Brazilian and Portuguese master students. The results of the study indicate that the 3DVW can be used for the development of IC because it allows rich experiential and relational/conversational learning opportunities, especially due to the affordances of immersion/sense of presence, social interaction, content production, and knowledge sharing. The students involved in the virtual exchange inside Second Life® had to practice a set of attitudes and skills such as communication skills; culture-specific knowledge; understanding others' worldviews; skills to analyze, evaluate, and relate; skills to listen, observe, and interpret; respect, openness; tolera...

Key takeaways
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  1. The study develops a framework for enhancing intercultural competence (IC) using tridimensional digital virtual worlds (3DVW).
  2. 92 Brazilian and Portuguese master's students participated in a virtual exchange program within Second Life®.
  3. 3DVW provide immersive learning environments conducive to developing communication skills and cultural understanding.
  4. Key affordances of 3DVW include social interaction, content production, and experiential learning opportunities.
  5. The research underscores the potential of virtual environments in education for fostering intercultural dialogue and collaboration.
170 Chapter 13 Virtual Worlds for Developing Intercultural Competence Lisiane Machado Unisinos University, Brazil Angilberto Freitas Universidade do Grande Rio (Unigranrio), Brazil Eliane Schlemmer Unisinos University, Brazil Cristiane Drebes Pedron Universidade Nove de Julho (Uninove), Brazil ABSTRACT The authors present a framework for developing intercultural competence (IC) and use tridimensional digital virtual worlds (3DVW) as environments for developing IC. They developed an artifact, via de- sign research, constituted by an educational method using the 3DVW Second Life® as the place for a virtual exchange program between 92 Brazilian and Portuguese master students. The results of the study indicate that the 3DVW can be used for the development of IC because it allows rich experiential and relational/conversational learning opportunities, especially due to the affordances of immersion/sense of presence, social interaction, content production, and knowledge sharing. The students involved in the virtual exchange inside Second Life® had to practice a set of attitudes and skills such as communication skills; culture-specific knowledge; understanding others’ worldviews; skills to analyze, evaluate, and relate; skills to listen, observe, and interpret; respect, openness; tolerance for ambiguity, among other, that are all attributes of IC. DOI: 10.4018/978-1-7998-0238-9.ch013 Copyright © 2020, IGI Global. Copying or distributing in print or electronic forms without written permission of IGI Global is prohibited. Virtual Worlds for Developing Intercultural Competence INTRODUCTION Intercultural Competence (IC) can be understood as an individual’s capacity to effectively and appro- priately act and communicate in intercultural situations based on intercultural knowledge, skills and attitudes (Deardorff, 2006, 2008). The latest advances on Information and Communication Technologies (ICT) and the use of digital Three-Dimensional Virtual Worlds (3DVW) in business processes, games and education (Schultze & Orlikowski, 2010), can provide rich three-dimensional graphic spaces with audio, video, animation, and interactivity, in which individuals can live experiences via an avatar (Schultze & Orlikowski, 2010). These environments can allow people from different cultures to develop common projects and activities at low cost, with no need for physical transportation. We live in a global world where information and communication technology is changing the manner in which businesses create and capture value, how and where we work, and how we interact and communicate, for example (Cascio & Montealegre, 2016). Thanks to their great potential, 3DVW gained legitimacy in business and educational settings for their use in activities such as multimedia meetings and training, virtual teamwork, distributed collaboration and real-time simulation (Schultze & Orlikowski, 2010). They also provide an interesting environment for innovation and experimentation among educators, scientists and software teams (Bainbridge 2007, Schultze et al., 2008). Educators and educational institutions point the potential of the use of virtual environments for teaching and learning, as they provide the possibility of learner engagement, together with the ability to explore, construct and manipulate virtual objects, structures and metaphorical representations of ideas (Dalgarno & Lee, 2010). Dickey (2003; 2005) found that a Virtual World can support a constructivist learning environment for geographically distant learners. Communication features such as the possibility of establishing a unique identity (through the use of an avatar) and several tools for conversation provide opportunities for collaborative and cooperative learning. These opportunities are demonstrated in the studies of Hanewald (2013) and Cho & Lim (2015), for example. Therefore, we propose the research question: How can a 3DVW be used as an environment for the development of intercultural competence? We propose a theoretical framework based on IC and virtual worlds, considering a relational and conversational view of experiential learning (Kolb, 1984; Kolb & Kolb, 2005; Ramsey, 2005; Baker, 2005). Based on this framework, we developed and tested an artifact, via Design Research, constituted by an educational method using a 3DVW (Second Life® - www.sec- ondlife.com) as the environment for a virtual exchange program between 92 Brazilian and Portuguese master students. Different educational affordances of 3DVW (Warburton, 2009) and the dynamics of experiential and conversational learning of IC were explored during the empirical application of the artifact. The next section will present a literature review on experiential learning theory, a relational-con- versational perspective of experiential learning, three-dimensional virtual worlds and affordances, and intercultural competence. This will be followed by the research methodology, and finally the results, conclusions and references of this research will be presented. 171 14 more pages are available in the full version of this document, which may be purchased using the "Add to Cart" button on the product's webpage: www.igi-global.com/chapter/virtual-worlds-for-developing-intercultural- competence/234255?camid=4v1 This title is available in Advances in Educational Technologies and Instructional Design, InfoSci-Books, InfoSci-Computer Science and Information Technology, InfoSci-Education, Library Science, Information Studies, and Education, Science, Engineering, and Information Technology. Recommend this product to your librarian: www.igi-global.com/e-resources/library-recommendation/?id=84 Related Content Addressing Diverse College Students and Interdisciplinary Learning Experiences Through Online Virtual Laboratory Instruction: A Theoretical Approach to Error-Based Learning in Biopsychology Lorenz S. Neuwirth, Alireza Ebrahimi, B. Runi Mukherji and Lillian Park (2018). Visual Approaches to Cognitive Education With Technology Integration (pp. 283-303). www.igi-global.com/chapter/addressing-diverse-college-students-and-interdisciplinary-learning- experiences-through-online-virtual-laboratory-instruction/195070?camid=4v1a RSS and Syndication for Educators Keith Stuart Webster (2017). Handbook of Research on Instructional Systems and Educational Technology (pp. 366-379). www.igi-global.com/chapter/rss-and-syndication-for-educators/181404?camid=4v1a Adoptability of E-Textbooks Featuring Educational Online Games Do Kyun Kim, Lucian F. Dinu and Chang Geun Kim (2018). Online Course Management: Concepts, Methodologies, Tools, and Applications (pp. 2102-2119). www.igi-global.com/chapter/adoptability-of-e-textbooks-featuring-educational-online- games/199311?camid=4v1a Texting With Students: Facilitating Learning in Higher Education A. S. CohenMiller (2019). Preparing the Higher Education Space for Gen Z (pp. 167-186). www.igi-global.com/chapter/texting-with-students/227542?camid=4v1a

References (5)

  1. Addressing Diverse College Students and Interdisciplinary Learning Experiences Through Online Virtual Laboratory Instruction: A Theoretical Approach to Error-Based Learning in Biopsychology
  2. Lorenz S. Neuwirth, Alireza Ebrahimi, B. Runi Mukherji and Lillian Park (2018). Visual Approaches to Cognitive Education With Technology Integration (pp. 283-303). www.igi-global.com/chapter/addressing-diverse-college-students-and-interdisciplinary-learning- experiences-through-online-virtual-laboratory-instruction/195070?camid=4v1a RSS and Syndication for Educators Keith Stuart Webster (2017). Handbook of Research on Instructional Systems and Educational Technology (pp. 366-379).
  3. igi-global.com/chapter/rss-and-syndication-for-educators/181404?camid=4v1a Adoptability of E-Textbooks Featuring Educational Online Games Do Kyun Kim, Lucian F. Dinu and Chang Geun Kim (2018). Online Course Management: Concepts, Methodologies, Tools, and Applications (pp. 2102-2119).
  4. igi-global.com/chapter/adoptability-of-e-textbooks-featuring-educational-online- games/199311?camid=4v1a
  5. Texting With Students: Facilitating Learning in Higher Education A. S. CohenMiller (2019). Preparing the Higher Education Space for Gen Z (pp. 167-186). www.igi-global.com/chapter/texting-with-students/227542?camid=4v1a

FAQs

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How does a 3DVW facilitate intercultural competence development?add

The research finds that 3DVWs enable collaborative and cooperative learning, fostering intercultural awareness through avatar-based interactions among 92 Brazilian and Portuguese students.

What specific educational affordances do 3DVWs offer?add

3DVWs provide engagement opportunities through rich multimedia interactions, enabling students to explore and manipulate virtual objects, as highlighted by Dalgarno & Lee (2010).

How was the educational methodology structured in this study?add

A Design Research methodology was used to develop an artifact, implementing a virtual exchange program within the 3DVW Second Life® for master's students.

What role does experiential learning play in this research?add

Experiential learning theories underscore the framework, emphasizing relational and conversational dynamics during the application of the 3DVW educational program.

What practical implications arise from using 3DVWs in education?add

The findings suggest that 3DVWs can support cost-effective, geographically independent collaborations, enhancing intercultural projects in education and business settings.

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