ABSTRACT

The research project reported in this monograph was intended to rectify this problem, at least partly, by exploring the emotions of curiosity, enjoyment, boredom and anxiety in the virtual environment of Second Life (SL). The data were collected by means of a number of research instruments that were either originally developed by SLA specialists or were modifications of existing research tools employed in prior empirical investigations conducted by the present authors. The analysis of the data provided in the emotional grid included in the in-world session log showed that, generally, the levels of the investigated emotions fluctuated from one session in SL to another; however, periods of stability could be detected in the data. Besides data related to the experience of emotions in digital contexts, it would be worthwhile to collect data concerning other variables such as, learning styles, learning strategies and grit, in order to better understand the emotional make-up individuals exhibit during their language adventures in virtual environments.