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Using Augmented and Virtual Realities in the Language Classroom

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Virtual

Participate and share: Interactive session
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Presenters

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Doctoral student
University of Illinois
After graduating with a European Master degree in Translation and Intercultural Communication from ISIT, Paris (France), Aurore worked, internationally, for several years, as a professional translator and lead linguist. She later refocused her career on teaching foreign languages in various U.S. institutions before becoming Assistant Professor and Senior Faculty Development Specialist in California. Aurore is now pursuing an Ed.D. in Education Policy, Organization, and Leadership at the University of Illinois, Urbana-Champaign, with a special interest in e-learning technologies.

Session description

Augmented reality (AR) and virtual reality (VR) can increase student engagement by providing an immersive learning environment. The implementation of AR and VR to improve students' language proficiency will be discussed. Google Earth VR and ThingLink will be introduced and sample activities will be showcased.

Purpose & objective

The purpose of this 45-minute interactive session is to introduce participants to the use of Augmented Reality (AR) and Virtual Reality (VR) in the language classroom. By the end of the session, participants will:
-know the difference between AR and VR
-be able to adequately implement AR and/or VR in their current curriculum
-understand the main functions of Google Earth VR and ThingLink

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Outline

1. Definitions and differences between AR and VR (2 min) - Process: quiz for the audience
2. Explanations of how AR and VR can create an immersive learning environment (5 min)
3. Explanations of the usefulness of AR and VR in foreign language acquisition (6 min)
4. How to implement AR and VR in a given curriculum (6 min)
5. Introduction to Google Earth VR (3 min)
6. Showcase of a sample activity (8 min) - Process: having the audience reflect and collaborate on when and how they could implement such activity in their curriculum
7. Introduction to ThingLink (3 min)
8. Showcase of a sample activity (8 min) - Process: having the audience reflect and collaborate on when and how they could implement such activity in their curriculum
9. Conclusion (3 min)
10. Reflection (1 min) - Process: interaction with the audience similar to an exit card

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Supporting research

Cheng, A., Yang, L., & Andersen, E. (2017). Teaching language and culture with a virtual reality game. CHI’17: Proceedings of the 2017 CHI conference on human factors in computing systems (pp. 541-549). New York, NY: Association for Computing Machinery.

Freina, L., & Ott, M. (2015). A literature review on immersive virtual reality in education: State of the art and perspectives. The international scientific conference elearning and software for education, 1, 133. Bucharest, Romania: Carol I National Defense University.

Krokos, E., Plaisant, C., & Varshney, A. (2019). Virtual memory palaces: Immersion aids recall. Virtual Reality, 23(1), 1–15.

Lan, Y. (2020). Immersion into virtual reality for language learning. Psychology of Learning and Motivation, 72, 1-26.

Lan, Y., & Liao, C. (2018). The effects of 3D immersion on CSL students' listening comprehension. Innovation in Language Learning and Teaching, 12(1), 35-46.

Lee, J. (1999). Effectiveness of computer-based instructional simulation: A meta-analysis.International Journal of Instructional Media, 26(1), 71-85.

Lin, T., & Lan, Y. (2015). Language Learning in Virtual Reality Environments: Past, Present, and Future. Journal of Educational Technology & Society, 18(4), 486–497.

Mohsen, M. (2016). The use of computer-based simulation to aid comprehension and incidental vocabulary learning. Journal of Educational Computing Research, 54(6), 863-884.

Neville, D., Shelton, B., & McInnis, B. (2009). Cybertext redux: Using digital game-based learning to teach L2 vocabulary, reading, and culture. Computer Assisted Language Learning, 22(5), 409-424.

Pimentel, K., & Texeira, K. (1993). Virtual reality: Through the new looking glass. Blue Ridge Summit, PA: Windcrest/McGraw-Hill/TAB Books.

Radianti, J., Majchrzak, T., Fromm, J., & Wohlgenannt, I. (2020) A systematic review of immersive virtual reality applications for higher education: design elements, lessons learned, and research agenda. Computers and Education, 147. https://www.sciencedirect.com/science/article/pii/S0360131519303276

Reinhardt, J., & Sykes, J. (2014). Special issue commentary: Digital game and play activity in L2 teaching and learning. Language Learning & Technology, 18(2), 2-8.

Ryan, M. (1999). Immersion vs. interactivity: Virtual reality and literary theory. SubStance, 28(2), 110-137.

Schwienhorst, K. (2002). The state of VR: A meta-analysis of virtual reality tools in second language acquisition. Computer Assisted Language Learning, 15(3), 221-239.

Steuer, J. (1992). Defining virtual reality: Dimensions determining telepresence. Journal of communication. 42(4), 73-93.

Vázquez, C., Xia, L., Aikawa, T., & Maes, P. (2018). Words in motion: Kinesthetic language learning in virtual reality. In 2018 IEEE 18th international conference on advanced learning technologies (pp. 9-13). Mumbai, India. doi: 10.1109/ICALT.2018.00132

Wong, M., Zhao, H., & MacWhinney, B. (2018). A cognitive linguistics application for second language pedagogy: The English preposition tutor. Language Learning, 68(2), 438-468.

Yeh, Y., & Lan, Y. (2018). Fostering student autonomy in English learning through creations in a 3D virtual world. Educational Technology Research and Development, 66(3), 693-708.

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Session specifications

Topic:
Augmented, mixed & virtual reality
Grade level:
Community college/university
Skill level:
Beginner
Audience:
Principals/head teachers, Teachers, Technology coordinators/facilitators
Attendee devices:
Devices useful
Attendee device specification:
Smartphone: Android, iOS, Windows
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
Subject area:
World languages
ISTE Standards:
For Educators:
Designer
  • Design authentic learning activities that align with content area standards and use digital tools and resources to maximize active, deep learning.
Facilitator
  • Manage the use of technology and student learning strategies in digital platforms, virtual environments, hands-on makerspaces or in the field.
For Students:
Empowered Learner
  • Students use technology to seek feedback that informs and improves their practice and to demonstrate their learning in a variety of ways.