- -

The unexplored potential of virtual reality for cultural learning

RiuNet: Repositorio Institucional de la Universidad Politécnica de Valencia

Compartir/Enviar a

Citas

Estadísticas

  • Estadisticas de Uso

The unexplored potential of virtual reality for cultural learning

Mostrar el registro sencillo del ítem

Ficheros en el ítem

dc.contributor.author Berti, Margherita es_ES
dc.date.accessioned 2021-04-20T10:30:51Z
dc.date.available 2021-04-20T10:30:51Z
dc.date.issued 2021-04-20
dc.identifier.issn 1695-2618
dc.identifier.uri http://hdl.handle.net/10251/165372
dc.description.abstract [EN] Educational technology tools that improve learning and foster engagement are constantly sought by teachers and researchers. In the domain of Computer-Assisted Language Learning a variety of tools, for instance blogs and podcasts, have been used to promote language and cultural learning (Shih, 2015). More recently, virtual reality has been identified as a technology with great potential for the creation of meaningful and contextualized learning experiences. Despite the  learning affordances of virtual reality, in language education most of the literature has focused on the low-immersive version, whereas research investigating highly immersive virtual environments has only emerged in recent years (e.g., Berti, 2019; Blyth, 2018). In other fields, the use of highly immersive virtual reality has been compared to traditional pedagogical resources and demonstrated that students’ learning improved with the use of virtual environments as compared to two-dimensional video and textbook learning conditions (Allcoat & von Mühlenen, 2018). Considering the potential learning benefits of this technology, this paper argues that longitudinal empirical research in language education is strongly needed to investigate its potential unexplored impact on language and cultural learning. es_ES
dc.language Inglés es_ES
dc.publisher Universitat Politècnica de València es_ES
dc.relation.ispartof The EuroCALL Review es_ES
dc.rights Reconocimiento - No comercial - Sin obra derivada (by-nc-nd) es_ES
dc.subject Virtual Reality es_ES
dc.subject Cultural learning es_ES
dc.subject Language education es_ES
dc.subject Levels of immersion es_ES
dc.title The unexplored potential of virtual reality for cultural learning es_ES
dc.type Artículo es_ES
dc.identifier.doi 10.4995/eurocall.2021.12809
dc.rights.accessRights Abierto es_ES
dc.description.bibliographicCitation Berti, M. (2021). The unexplored potential of virtual reality for cultural learning. The EuroCALL Review. 29(1):60-67. https://doi.org/10.4995/eurocall.2021.12809 es_ES
dc.description.accrualMethod OJS es_ES
dc.relation.publisherversion https://doi.org/10.4995/eurocall.2021.12809 es_ES
dc.description.upvformatpinicio 60 es_ES
dc.description.upvformatpfin 67 es_ES
dc.type.version info:eu-repo/semantics/publishedVersion es_ES
dc.description.volume 29 es_ES
dc.description.issue 1 es_ES
dc.relation.pasarela OJS\12809 es_ES
dc.description.references Allcoat, D., & von Mühlenen, A. (2018). Learning in virtual reality: Effects on performance, emotion, and engagement. Research in Learning Technology, 26, 1-13. https://doi.org/10.25304/rlt.v26.2140 es_ES
dc.description.references Barab, S. A., Hay, K. E., & Duffy, T. M. (1998). Grounded constructions and how technology can help. TechTrends, 43(2), 15-23. https://doi.org/10.1007/BF02818171 es_ES
dc.description.references Berti, M. (2019). Italian open education: virtual reality immersions for the language classroom. New Case Studies of Openness in and beyond the Language Classroom, Research-publishing. net, 37-47. https://doi.org/10.14705/rpnet.2019.37.965 es_ES
dc.description.references Blyth, C. (2018). Immersive technologies and language learning. Foreign Language Annals, 51(1), 225-232. https://doi.org/10.1111/flan.12327 es_ES
dc.description.references Chen, C. J. (2009). Theoretical bases for using virtual reality in education. Themes in Science and Technology Education, 2(1-2), 71-90. es_ES
dc.description.references Dawley, L., & Dede, C. (2014). Situated learning in virtual worlds and immersive simulations. In J. M. Spector, M. D. Merrill, J. Elen, & M. J. Bishop (Eds.), Handbook of research on educational communications and technology (pp. 723-734). New York: Springer. https://doi.org/10.1007/978-1-4614-3185-5_58 es_ES
dc.description.references Fowler, C. (2015). Virtual reality and learning: Where is the pedagogy? British Journal of Educational Technology, 46(2), 412-422. https://doi.org/10.1111/bjet.12135 es_ES
dc.description.references Freina, L., & Ott, M. (2015). A literature review on immersive virtual reality in education: State of the art and perspectives. eLearning & Software for Education, 1, 133-141. es_ES
dc.description.references Huang, H. M., Rauch, U., & Liaw, S. S. (2010). Investigating learners' attitudes toward virtual reality learning environments: Based on a constructivist approach. Computers & Education, 55(3), 1171-1182. https://doi.org/10.1016/j.compedu.2010.05.014 es_ES
dc.description.references Jacobson, J. (2017). Authenticity in immersive design. In D., Liu, C., Dede, R., Huang, & J., Richards (Eds.), Virtual, augmented, and mixed realities in education (pp. 35-54). New York: Springer. https://doi.org/10.1007/978-981-10-5490-7_3 es_ES
dc.description.references Lin, T. J., & Lan, Y. J. (2015). Language learning in virtual reality environments: Past, present, and future. Journal of Educational Technology & Society, 18(4), 486-497. es_ES
dc.description.references Liu, D., Bhagat, K. K., Gao, Y., Chang, T., & Huang, R. (2017). The potentials and trends of virtual reality in education. In D., Liu, C., Dede, R., Huang, & J., Richards (Eds.), Virtual augmented, and mixed realities in education (pp. 105-130). New York: Springer. https://doi.org/10.1007/978-981-10-5490-7_7 es_ES
dc.description.references Lloyd, A., Rogerson, S., & Stead, G. (2017). Imagining the potential for using virtual reality technologies in language learning. In M. Carrier, R. M. Damerow, & K. M. Bailey (Eds.), Digital language learning and teaching: Research, theory, and practice (pp. 222-234). Abingdon: Routledge. https://doi.org/10.4324/9781315523293-19 es_ES
dc.description.references Sadler, R. (2017). Virtual worlds and language education. In S. L. Thorne & S. May (Eds.), Language, education and technology (pp. 375-388). New York: Springer International Publishing. https://doi.org/10.1007/978-3-319-02237-6_29 es_ES
dc.description.references Schott, C., & Marshall, S. (2018). Virtual reality and situated experiential education: A conceptualization and exploratory trial. Journal of Computer Assisted Learning, 34(6), 843-852. https://doi.org/10.1111/jcal.12293 es_ES
dc.description.references Schwienhorst, K. (2002a). The state of VR: A meta-analysis of virtual reality tools in second language acquisition. Computer Assisted Language Learning, 15(3), 221-239. https://doi.org/10.1076/call.15.3.221.8186 es_ES
dc.description.references Schwienhorst, K. (2002b). Why virtual, why environments? Implementing virtual reality concepts in computer-assisted language learning. Simulation & Gaming, 33(2), 196-209. https://doi.org/10.1177/1046878102033002008 es_ES
dc.description.references Scrivner, O., Madewell, J., Buckley, C., & Perez, N. (2019). Best practices in the use of augmented and virtual reality technologies for SLA: Design, implementation, and feedback. In M. L. Carrió-Pastor (Ed.), Teaching language and teaching literature in virtual environments (pp. 55-72). New York: Springer. https://doi.org/10.1007/978-981-13-1358-5_4 es_ES
dc.description.references Shih, Y. C. (2015). A virtual walk-through London: Culture learning through a cultural immersion experience. Computer Assisted Language Learning, 28(5), 407-428. https://doi.org/10.1080/09588221.2013.851703 es_ES
dc.description.references Shih, Y. C. (2018). Contextualizing language learning with street view panoramas. In Y. Qian (Ed.), Integrating multi-user virtual environments in modern classrooms (pp. 74-91). Hershey: IGI Global. https://doi.org/10.4018/978-1-5225-3719-9.ch004 es_ES
dc.description.references Slater, M. & Wilbur, S. (1996). A framework for immersive virtual environments (FIVE): Speculations on the role of presence in virtual environments. Presence: Teleoperators and Virtual Environments, 6(6), 603- 616. https://doi.org/10.1162/pres.1997.6.6.603 es_ES


Este ítem aparece en la(s) siguiente(s) colección(ones)

Mostrar el registro sencillo del ítem