Learning Languages in 3D Worlds with Machinima
This paper, based on the findings of the EU funded CAMELOT project (2013-2015), explores the added value of Machinima (videos produced in 3D virtual environments) in language learning. The project research evaluated all stages, from developing to field testing Machinima. To achieve the best outcome, mixed methods were used for the research, including quantitative and qualitative techniques of data collection, such as questionnaires, interviews and focus group discussions. The data were provided by teachers and learners using Machinima in their classroom, as well as by learners participating in web based language courses of which all results were well documented in the form of case studies. [For the complete volume of short papers, see ED572005.].