虚拟现实对语言教学的支持与挑战

N. Cowie, Japan Mehrasa Alizadeh Okayama University
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引用次数: 6

摘要

关于教师如何准备使用虚拟现实(VR)应用进行语言教学的研究相对较少。关于学生使用虚拟现实进行自主学习的纵向研究也很少。为了应对这一缺乏报道的研究,本研究与日本的四名大学生和一名高中生组成的小组一起探讨了VR的教育能力,他们从2021年4月开始每周在网上见面,为期一学年。在研究的第一阶段,七名参与者在Engage协作虚拟现实空间中使用Oculus Quest 2头戴式显示器(hmd)。这五名学生被要求调查和审查与他们的学科相关的VR应用程序。最初的结果显示,在虚拟现实中工作有很多积极的影响,但几乎所有的参与者都遭受了某种程度的晕屏。出于这个原因,在第二阶段的研究中,决定从头戴式显示器转向基于网络的浏览器(Mozilla Hubs),参与者可以在其中创建自己的虚拟现实房间,互相教授各自学术领域的一个方面。最后,在项目的第三阶段,学生们使用ThingLink创建了他们自己的360度虚拟之旅。本文展示了大学生如何在自主虚拟现实环境中学习。它还描述了希望在教学中使用VR的教师所面临的挑战,包括wifi和计算机处理能力的技术问题,VR环境中的培训,道德和健康问题,以及最重要的是,最好地支持学生所需的教学知识。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Affordances and Challenges of Virtual Reality for Language Teaching
There is relatively little research on how teachers can prepare to teach languages using Virtual Reality (VR) applications. There is also little longitudinal research on student self-directed learning using VR. In response to this lack of reported research, this study explores the educational affordances of VR with a small group of four university students and one high school student in Japan who met online weekly for an academic year starting in April 2021. In the first stage of research, the seven participants used Oculus Quest 2 Head Mounted Displays (HMDs) in the Engage collaborative VR space. The five students were asked to investigate and review VR apps that were connected to their academic disciplines. Initial results showed a large number of positive effects of working in VR but almost all participants suffered some kind of cybersickness. For this reason, in the second stage of research, it was decided to move from HMDs to a web-based browser (Mozilla Hubs) in which participants created their own VR rooms to teach each other about one aspect of their own academic field. Finally, in the third phase of the project, the students created their own 360-degree virtual tours using ThingLink. This paper shows how university students can learn in a self-directed VR environment. It also describes the challenges facing teachers who wish to use VR in their teaching, including technical issues of wifi and computer processing power, training in the VR environment, ethical and health concerns, and, most importantly, the pedagogical knowledge needed to best support students.
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