Virtual reality
Presented by:
• Zainab DOUAIRI
• Nouhayla FRI
Outline:
1 2 3 4 5 6 7
Introduction Historical How VR Benefits
context, Applications Challenges Conclusion
supports Of VR
Research language
trends learning
Introduction
Recently, Virtual Reality has become one of the most transformative
technologies across various fields, especially in the field of education.
Instead of passively absorbing information from textbooks or lectures,
students can now explore environments and concepts that would
otherwise be difficult, dangerous, or impossible to access, such as
walking through ancient civilizations, performing virtual science
experiments, or practicing public speaking in a simulated auditorium.
01
What is VR?
VR
• Defined by the Cambridge • Technology is used to
Dictionary as “a set of create fully immersive,
images and sounds, three-dimensional
produced by a computer, environments where users
that seem to represent a can interact with digital
place or a situation that a objects, settings, and other
person can take part in.” users in real time.
Historical context
1. Origins of VR in Education:
• VR initially involved small representations of specific content
areas or domains.
• Designed to bridge the gap between reality and abstract
knowledge using discovery-based learning (Lee, 1999).
2. Early VR Platforms (1990s – Early 2000s):
• Early VR tools were 2D text-based, like: Multiuser Domains
(MUDs)/ MOO (MUD, Object Oriented)
• Enabled multiple simultaneous users, but were limited in visual
and interactive capabilities.
3. Evolution to 3D Virtual Environments:
• Modern VR tools have become more visually rich and
interactive, offering 3D spaces, visual appeal, and customizable
avatars for communication and collaboration.
New trends
• Immersion: Using VR to overcome the limitations of physical classrooms, and simulate
real-life experiences (e.g., public speaking, space exploration) for deeper learning.
• Anytime, Anywhere Learning: VR enables location- and time-independent education.
Learning beyond classroom walls — anytime, anywhere, even for learners with disabilities.
• Personalized learning: Learners practice and repeat scenarios (e.g., job interviews,
presentations) in a safe, customizable environment.
• Simulation of Inaccessible Experiences: VR used for simulating otherwise impossible or
impractical experiences.
• Research and Innovation in Virtual Language Learning: Increased focus on researching
VR in foreign language (FL) education.
How does VR support language learning?
1. Immersion:
• Enhances the user's feeling of being present in a virtual space
• Allows L2 and FL learners to engage in intercultural experiences without leaving their
location.
• Learners can “walk around” in the virtual space using avatars or wear 3D glasses
• They can talk to others and interact with virtual objects.
2. Interaction:
• Facilitates interpersonal communication in virtual environments
• Supports contextual and situated learning, which is important for FL acquisition.
Benefits of VR:
➢ Increased Motivation and Engagement: The novelty and interactivity of VR can
significantly boost learner interest.
➢ Contextualized Vocabulary and Grammar: Learning language within virtual
scenarios aids understanding and retention.
➢ Development of Speaking and Listening Skills: VR offers opportunities for practice
in a less intimidating environment.
➢ Reduction of Anxiety: The engaging nature of VR can lower learners' inhibitions.
➢ Promotion of Linguistic Skills and Cross-Cultural Awareness: VR can expose
learners to different cultures and communication styles
Applications
• Visual Experiences (Virtual Field Trips): VR allows learners to explore different locations
and cultures virtually.
• Entertainment (Language Learning Games): Gamified VR experiences can make
language learning more enjoyable and engaging.
• Social Networking in the Target Language: VR can create virtual spaces where
language learners can interact with each other and potentially native speakers in real-
time.
• Creative Language Production Tasks: VR can provide unique and engaging platforms
for learners to express themselves creatively in the target language.
• Operational Training in Specific Linguistic Contexts: VR can be used to simulate
specific professional or practical scenarios where the target language is essential. As
it provides hands-on experiences where learners can:
-Manipulate virtual objects to enhance language acquisition.
e.g: learn vocabulary by interacting with items in a virtual kitchen, understand
sentence structure by constructing virtual objects.
-Simulate real-world scenarios for practical language use.
e.g: practice a job interview, navigate a customer service interaction.
Examples of VR Language Learning
Platforms and Tools
:
Immerse VR: Google Arts & Culture:
Provides immersive Offers virtual tours of
virtual spaces for museums and historical
language practice sites, providing rich
and interaction. linguistic and cultural
Mondly VR: Offers context
interactive
language lessons Engage VR:
within VR A platform for creating
environments. and delivering
educational experiences
in VR.
Challenges of VR in education:
Access and Cost: Teacher Motion
Infrastructure: The expense Training: Sickness: Some
Reliable internet of VR Educators users may
and technical hardware need experience
support are can be a adequate discomfort
necessary. significant training to
barrier. effectively
integrate VR.
The importance of pedagogy and the
teacher's role:
Well-designed learning tasks: Simply using VR is not enough; activities
must be carefully planned to enhance learning.
The teacher's crucial role: Teachers are essential in guiding learners,
facilitating interaction, and integrating VR effectively into the curriculum.
Conclusion:
In conclusion, VR has developed a lot, and current research shows it can really help
with learning languages. It has many benefits and can be used in various ways to
make language learning more interesting and effective. However VR alone isn't
enough – the role of the teacher and his methods are still the most important things.
Despite some challenges, VR has a big chance to make language learning much
better if used wisely.
THANK
YOU!