VR-Based Gamification of Communication Training and Oral Examination in a Second Language
The authors present a novel way of oral language training by embedding the English as a foreign language (EFL) learning process into a generic 3D Cooperative Virtual Reality (VR) Game. Due to lack of time, resources and innovation, the language classroom is limited in its possibilities of promoting authentic communication. Therefore, the researchers investigated how to induce a VR setting with information gaps, for which they designed a template which intrinsically promotes communication and the students' confidence in using EFL. Thereby, VR enables the simulation of real life situations, creating both comfortable and authentic training environments. The game content is based on the internationally approved Graded Examination in Spoken English (GESE) Trinity Exam and can be adapted to the needs of the learners or the given curricula. The empirical analysis shows that the designed game trains the students' communication skills, evoking a high amount of speech and a qualitative linguistic output.
Year of publication: |
2016
|
---|---|
Authors: | Reitz, Liesa ; Sohny, Aline ; Lochmann, Gerrit |
Published in: |
International Journal of Game-Based Learning (IJGBL). - IGI Global, ISSN 2155-6857, ZDB-ID 2703300-4. - Vol. 6.2016, 2 (01.04.), p. 46-61
|
Publisher: |
IGI Global |
Subject: | Cooperative Learning | English as Lingua Franca | Generic Gameplay | GESE Trinity Exam | Information Gaps | Intrinsic Motivation | Oral Exam Training | Promotion of Authentic Communication Skills | Second Language Training | Virtual Reality |
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