crossing the curriculum through vr - pcloud · crossing the curriculum through vr vr and language...
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Crossing the Curriculum through VR
Adam Forrester
English Language Centre
The Hong Kong Polytechnic University
2nd International Conference on English Across the Curriculum
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Crossing the Curriculum through VR
Language Enhancement Grants 2016-19
Interactive Virtual Job Interviews with Self-Reflection for LMS Students
• Computing, Logistics and Shipping
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Crossing the Curriculum through VR
The project is creating:
(1) VR job interview simulation on PC platform available in ELC’s independent language learning centre
(2) VR job interview simulation on mobile Android and iOS platforms
(3) Self-reflection materials for post-interview personal improvement
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Crossing the Curriculum through VR
Students will be able to:
a) improve their language skills
b) enhance their job interview skills
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Crossing the Curriculum through VR
VR and Language Learning
Taiwanese tertiary students
• improved their phonology, vocabulary, grammar and syntax knowledge (Chen, 2016)
3D immersive and interactive virtual English classroom
• promoted a positive student attitude and interactive learning experiences (Shih & Yang, 2016)
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Crossing the Curriculum through VR
Reflection and Language Learning
Self-set goals and reflection
• Learners focus on specific language functions and vocabulary to complete communicative tasks successfully (Lozano Velandia, 2015)
Limitations in novice learners ability to reflect effectively
• provide learners with a practical framework of initial support (Power, 2016)
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Crossing the Curriculum through VR
What is AR, VR and MR?
AR: Augmented reality (AR) adds
digital elements to a live view
often by using the camera on a
smartphone. Examples of
augmented reality experiences
include Snapchat lenses and the
game Pokemon Go.
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• Virtual reality (VR)
• a complete immersion experience that shuts out the physical world
• use VR devices such as HTC Vive or Google Cardboard
Crossing the Curriculum through VR
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Crossing the Curriculum through VR
•Mixed Reality (MR) experience
• Combines elements of both AR and VR
• Real-world and digital objects interact.
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Crossing the Curriculum through VR
How can VR be used in education?
Virtual Fieldtrips
Prepare students for:• Overseas Service Learning• Overseas exchanges – campus visits• Immersion in new environments
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Crossing the Curriculum through VR
How can VR be used in education?
Skills training
• The coffee experiment
(MacGillivray, 2017)
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Crossing the Curriculum through VR
How can VR be used in education?
VR + Game-based learning
• goal-oriented and rule-based
• engage players through consequence
• system of rewards for achievement
• negative repercussions
• engage learners within the digital environment
• promote progress within the game experience
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Crossing the Curriculum through VR
Interactive Virtual Job Interviews with Self-Reflection for LMS Students
Progress?
• Android version nearly ready
• iOS coming soon
• Full version in first quarter 2019
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Opening Questions
• Small talk
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General Question
• Biggest challenge
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Computing Question
• Biggest challenge
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Shipping Question
• Low sulphur fuel
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Logistics Question
• Cruise shipping hub
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General Question
• Closing
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VR R
oom
in A
305
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Challenges / Future
• Launch and collect data
• Introduce game element
• Investigate possibilities of hand and finger tracking
• Explore speech recognition• Tailor questions depending upon response
• Extend VR to other areas• Presentation skills• Service learning
tiny.cc/AdamF
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Crossing the Curriculum through VR
Chen, Y. L. (2016). The Effects of Virtual Reality Learning Environment on Student Cognitive and Linguistic
Development. Asia-Pacific Education Researcher, 25(4), 637–646. http://doi.org/10.1007/s40299-016-0293-2
Lozano Velandia, S. A. (2015). Goal-setting and Self-reflection to Enhance Learners’ Interaction in an ESP Context. Latin American
Journal of Content & Language Integrated-Laclil, 8(2), 131–160.
http://doi.org/10.5294/laclil.2015.8.2.4
MacGillivray, I. (2017). Daydream Labs: Teaching Skills in VR. Google. https://www.blog.google/products/daydream/daydream-labs-
teaching-skills-vr/
Power, J. B. (2016). Has this begun to change the way they think? Moving undergraduate learners’ level of reflection from where it is
to where it needs to be. Teaching in Higher Education, 2517(May), 1–14. http://doi.org/10.1080/13562517.2015.1136278
Shih, A. Y., Yang, M.T. (2016). International Forum of Educational Technology & Society A Collaborative Virtual
Environment for Situated Language Learning Using VEC3D Published by : International Forum of Educational Technology & Society.
Educational Technology & Society, 11(1), 56–68.