The Usage of Virtual Reality in Task-Based Language Teaching

Mike Smith, David McCurrach

Research output: Chapter or section in a book/report/conference proceedingChapter in a published conference proceeding

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Abstract

Experiential learning, in which knowledge acquisition occurs via as opposed to for task performance, represents a core principle of task-based language education. Against this background, virtual reality (VR) holds the potential to provide incidental learning experiences by facilitating communicative, socio-physical interactions across a host of language learning domains. Thus, it is the purpose of this article to describe the use of VR as a medium for task-based language teaching. Specifically, the capabilities of the Oculus Quest VR headset will be outlined by disclosing the background, implementation, and results of a small-scale study in which tertiary-level English as a foreign language participants utilized VR to navigate the information gap game Keep Talking and Nobody Explodes. Key findings indicate that the convergence of VR and commercial game software constitutes engagement that, in keeping with the principles of task-based inquiry, occasions learner collaboration and student-led resolution. More distinct to the VR method, however, is an enhanced sense of presence within its accompanying "world."
Original languageEnglish
Title of host publicationProceedings of the 28th Korea TESOL International Conference
Subtitle of host publicationRe-envisioning ELT Altogether, All Together
Place of PublicationSeoul, Korea
PublisherKOTESOL
Pages153-165
Number of pages13
Volume28
Edition1
ISBN (Print)1598-0472
Publication statusPublished - 30 Sept 2021

Publication series

NameKOTESOL Proceedings
ISSN (Electronic)1598-0472

ASJC Scopus subject areas

  • Computer Science Applications
  • Human-Computer Interaction
  • Software
  • General Social Sciences

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