VR-Based Gamification of Communication Training and Oral Examination in a Second Language

VR-Based Gamification of Communication Training and Oral Examination in a Second Language

Liesa Reitz (University of Koblenz-Landau, Koblenz, Germany), Aline Sohny (University of Koblenz-Landau, Koblenz, Germany) and Gerrit Lochmann (University of Koblenz-Landau, Koblenz, Germany)
Copyright: © 2016 |Pages: 16
DOI: 10.4018/IJGBL.2016040104
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Abstract

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.
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Theoretical Framework

Many language researchers, including Blake (2008) and Hall (2011), agree with Michael Evans claiming that “language teaching and learning, at all levels, can benefit from the mediation of technology” (Evans, 2009, p. 28). It is their overall viewpoint that new technologies are of vital importance for the EFL classroom.

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