Please use this identifier to cite or link to this item: https://hdl.handle.net/20.500.14279/16907
Title: A Simple Blueprint for Using Oculus Rift in the Language Learning Classroom
Authors: Boglou, Dimitrios 
Major Field of Science: Social Sciences
Field Category: Educational Sciences
Keywords: Virtual Reality
Issue Date: Nov-2019
Link: https://www.researchgate.net/profile/Alan_Bruce4/publication/337199738_12th_International_Conference_Innovation_in_Language_Learning_Proceedings/links/5dcb1e52458515143506c565/12th-International-Conference-Innovation-in-Language-Learning-Proceedings.pdf#page=107
Conference: International Conference Innovation in Language Learning 
Abstract: For the past three years, I, as the director of the Cyprus University of Technology’s Innovation Centre and a language lecturer and academic member of the Cyprus University of Technology’s Language Centre, have been experimenting with various Virtual Reality systems in order to enhance the language learning environment and make the language learning experience more effective. Although, this innovative technology has a lot of potential to transform and revolutionize our 21st century language learning classroom and the learning environment overall, Virtual Reality is surrounded by a complex technology that requires the user to have specialized knowledge of the hardware and the software that he or she is about to use. A lack of such knowledge can turn an exciting VR experience into a frustrating nightmare for the language lecturer. Furthermore, it will also fail to become an effective technological learning tool for the language learner. This lack of knowledge has discouraged many language instructors and instructors overall to adapt VR as a learning tool in their courses [1]. Taking this issue into account, I decided to create a simple manual where all the technical and nontechnical issues a lecturer might face when trying to set up and use an Oculus Rift VR system for a language learning class. This paper focuses on the simple errors and pitfalls that can be avoided prior to introducing and using the Oculus Rift VR system in a language learning classroom or course. It could also function as a simple blueprint for training language lecturers in order to use it effectively and stress-free.
URI: https://hdl.handle.net/20.500.14279/16907
ISBN: 978-88-85813-80-9
ISSN: 2384-9509
DOI: 10.26352/DY14_2384-9509
Type: Conference Papers
Affiliation : Cyprus University of Technology 
Publication Type: Peer Reviewed
Appears in Collections:Δημοσιεύσεις σε συνέδρια /Conference papers or poster or presentation

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