(SL), can be used as a highly responsive and motivating learning environment to deliver
university practicum courses if a solid framework of best-practice instructional design was
implemented. Specifically, thepaper investigated how a Project-Based Training Program in
Second Life supports the acquisition of competences constituting core requirements in the
Practicum Course taught in the Faculty of Computing and Information Technology at King
AbdualAziz University. The results of the study indicated a positive response to the
administration of this Training Program via SL on the part of thestudents as well as the
participating trainers.
Addoweesh et al (2014) have conducted a pilot study at King Saud University to
investigate the role of assessment in students’ learning from asynchronous online discussion. The
study adopted a qualitative methodology to gain an understanding of the students’ experiences.
Data were collected through: online and in-class observations, focus group and in-depth
interviews with the students. Two themes have emerged from the findings. Firstly, the
implications of the online environment: e.g. it offers equal opportunities, the quality of the
discussions, collaborative learning. Secondly, assessment: e.g. assessment criteria, summative
assessment and formative feedback from instructor.
Significance of the Study
This study investigates the attitudes of Saudi EFL undergraduate studentstowardsoral
communication in English while being immersed in virtual platforms (namely MMORPGs).
Many studies have shown the usefulness of technology integration in foreign language learning.
However, to the best of my knowledge,no studies in KSA have researched the attitudes of Saudi
EFL undergraduate students towardsoral communication in English while immersed in these
MMORPGs. Therefore, this study is significant because there is a need to assist such attitudes
towards one of the most innovative and widely-used virtual platforms that might help Saudi EFL
students in the College of Languages and Translation at King Saud University (Colt-KSU) to be
more successfully in their daily oral communication in English.
Again, these MMORPGs have rapidly spread in Saudi society in general and among the
Saudi teenagers in particular. In fact, there is an average of an X-box or play-station set almost in
every house in Saudi Arabia. Furthermore, many Saudi families even take these sets with them
wherever they travel and hence increase their children's addiction to these MMORPGs. In the
summer holidays, many Saudi parents are confused how to entertain their children during these
long holidays. In a survey about how Saudi parents plan to entertain their children during their
vacation. Replies of a large proportion of them come to the favor of the latest online and video
games (‘abualeinin, 2010). He believes these MMORPGs have attracted a wide segment of
children, and teenagers even at a global level because of mainly their strong audio-visual effects
developed by a large number of creative developers and programmers in the production of these
interesting and exciting games(p. 56).
Therefore, this study may help to facilitate the general acceptance of these advanced
online platforms as a teaching aid to improve students' oral communication in English. More
specifically, the results of this study will, hopefully, encourage EFL language instructors to
consider deploying MMORPGs to reinforce their students' oral communicationrather than
relying only on class or lab-formal English communicationdrillings.