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  4. A Simple Blueprint for Using Oculus Rift in the Language Learning Classroom
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A Simple Blueprint for Using Oculus Rift in the Language Learning Classroom

Date Issued
November 2019
Author(s)
Boglou, Dimitrios  
DOI
10.26352/DY14_2384-9509
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.
Subjects

Virtual Reality

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