Second+Life+in+Foreign+Languages

=Second Life= =Enhancing teaching in the Foreign Language classroom=

Second Life is a free online synchronous 3D virtual world developed by Linden Lab in 2003. It is a virtual town where users create an avatar and interact with each other virtually in day to day activities (Hundsberger, 2009). Many have proposed that Second Life has not been fully taken advantage of in the Foreign Language classroom and that there is great potential for this programme especially in distance learning (Wang et al. 2012). One of the key issues which stood out was the mention of how crucial the design of the activity that goes along with Second Life is. It was noted that there is a lack of activity design models to guide and inform the Second Life in the foreign language classroom. It is further highlighted that design must be dependent on students’ needs and interest. In other words, it must be student-centred. Second Life can be found at the following website: []

2. [] A research and presentation of how Second Life could be utilized in the foreign language classroom.
 * The following links discuss in more detail how second life can be implemented in the classroom and the advantages and disadvantages of the system: **
 * 1) []

Additional information can be found at:
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 * The following you tube video summarizes how Second Life may be used:

media type="youtube" key="KKzkfyglJY8" width="560" height="315"

// References // Avatarlanguages, (2008 Jan. 23) //Practice Foreign Languages in Second Life.// Retrieved from [] on 2014 Oct. 3.

Hundsberger, S. (2009). Arcadia: Foreign Language Learning in Second Life and the Implications for Resource Provision in Academic Libraries (p. 24). Cambridge, UK: Cambridge University, UK.

Wang, F., Burton, J. K., & Falls, J. A Three-Step Model for Designing Initial Second Life-Based Foreign Language Learning Activities.