Game-Based Virtual Reality for Languaculture Learning: An Example of the Forbidden City
In the digital era, learners are closely engaged with various kinds of technologies. Particularly, virtual reality (VR) has revolutionized our conventional ways of teaching and learning. Despite the wide adoptions of VR in education, our knowledge of how VR can facilitate EFL learners' L2 lingu...
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Published in: | 2022 8th International Conference of the Immersive Learning Research Network (iLRN) pp. 1 - 5 |
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Main Authors: | , , |
Format: | Conference Proceeding |
Language: | English |
Published: |
Immersive Learning Research Network
30-05-2022
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Subjects: | |
Online Access: | Get full text |
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Summary: | In the digital era, learners are closely engaged with various kinds of technologies. Particularly, virtual reality (VR) has revolutionized our conventional ways of teaching and learning. Despite the wide adoptions of VR in education, our knowledge of how VR can facilitate EFL learners' L2 linguistic and L1 native culture learning is fairly limited. The present work-in-progress paper reports on an on-going study that explores a self-developed VR system, which aims to support Chinese learners in improving their English language knowledge and Chinese culture knowledge via a simulated world. Research design and methods will also be discussed in this short paper. |
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DOI: | 10.23919/iLRN55037.2022.9815946 |