OSCC14 - The CAMELOT Project: Language Learning with Machinima in Virtual Worlds
Channel: AvaCon Inc
Date: 2014-12-06

The CAMELOT Project: Language Learning with Machinima in Virtual Worlds

This paper reports on research arising from a two-year project involving nine European partners entitled, “CreAting Machinima to Empower Live Online language Teaching and learning” (or CAMELOT Project), awarded by the EU Lifelong Learning Programme (KA3 ICT Multilateral). CAMELOT deals with the use of machinima – recorded videos made in a virtual environment such as Second Life or within a digital game world, specifically related to the under-researched area of language learning. The paper presents an overview of the CAMELOT project, discussing the research context and published literature, before examining the deliverables and potential future research directions.

Michael Thomas
http://camelotproject.eu/
Michael Thomas Ph.D. FHEA FRSA (Haruki Ronaldo) is a Senior Lecturer at the University of Central Lancashire, UK. His research interests are in e-learning and language education, with specific interests in learner collaboration using computer-mediated communication; sociocultural theory; multimodal and digital research methods; and intercultural communication. He is the lead and founding editor of two book series, Advances in Digital Language Learning and Teaching (Bloomsbury Academic), and Digital Education and Learning (Palgrave Macmillan US). Among his other 14 book publications are Contemporary Computer-Assisted Language Learning (2012), Handbook of Research on Web 2.0 and Second Language Learning (2008), Task-Based Language Learning & Teaching with Technology (2010), Interactive Whiteboards for Education: Theory, Research and Practice (2010), Digital Education: Opportunities for Social Collaboration (2011), Deconstructing Digital Natives: Young People, Technology and the New Literacies (2011) and Online Learning: IV Volume Major Work (2011). He is the Coordinator of the EU-Funded CAMELOT Project which investigates the use of machinima for language learning in immersive environments (2013-2015).

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