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Πεδίο DCΤιμήΓλώσσα
dc.contributor.authorBoglou, Dimitrios-
dc.contributor.authorJauregi-Ondarra, Kristi-
dc.contributor.authorChristoforou, Maria-
dc.date.accessioned2023-01-03T12:51:59Z-
dc.date.available2023-01-03T12:51:59Z-
dc.date.issued2022-11-11-
dc.identifier.citation14th International Conference Innovation in Language Learning, 2022en_US
dc.identifier.isbn979-12-80225-42-9-
dc.identifier.urihttps://hdl.handle.net/20.500.14279/27321-
dc.description.abstractVirtual Reality has permeated our educational landscape in various forms and has unequivocally created new opportunities for language learning. As many VR devices became more accessible and mainstream, many educators have taken the opportunity to experiment with some kind of Virtual Reality. From simple smart phone-supported devices to more advanced and tethered VR systems that require extensive technical experience and a healthy budget in order to achieve the desired immersive experience that could be exploited for educational purposes. Nevertheless, as there are various VR systems and a myriad of applications constantly becoming available on various online platforms, a lot of research needs to be done by educators in order to establish the efficacy and impact of the chosen VR system or application. As language teachers, we might lack the technical experience and understanding of this tool. Furthermore, we might not have the required technical support in order to successfully capture and extract data that is necessary for research from inside the Virtual Reality world. These aforementioned aspects can be discouraging for language teachers when conducting VR-related research. This paper describes the challenges, technical steps, and technical requirements that were necessary to overcome the obstacles that I encountered in order to record and extract data for analysis of the virtual interactions from inside the virtual world of the social VR app AltspaceVR for a Virtual Exchange research project in 2022 with the VR headsets Oculus Quest 2.en_US
dc.formatpdfen_US
dc.language.isoenen_US
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 International*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.subjectVirtual Realityen_US
dc.subjectSocial VR Applicationsen_US
dc.subjectAltspaceVRen_US
dc.subjectOculus questen_US
dc.subjectMakerspacesen_US
dc.titleA Road Map for Language Teachers on How to Extract Accurate Data for Research From Inside a Quest 2 Virtual Reality Environment: The Case of The Social VR Application Altspacevren_US
dc.typeConference Papersen_US
dc.collaborationCyprus University of Technologyen_US
dc.collaborationUtrecht Universityen_US
dc.subject.categoryEducational Sciencesen_US
dc.countryCyprusen_US
dc.countryNetherlandsen_US
dc.subject.fieldSocial Sciencesen_US
dc.publicationPeer Revieweden_US
dc.relation.conferenceInternational Conference Innovation in Language Learningen_US
cut.common.academicyear2022-2023en_US
item.languageiso639-1en-
item.openairecristypehttp://purl.org/coar/resource_type/c_c94f-
item.fulltextWith Fulltext-
item.grantfulltextopen-
item.openairetypeconferenceObject-
item.cerifentitytypePublications-
crisitem.author.deptLanguage Centre-
crisitem.author.deptLanguage Centre-
crisitem.author.facultyLanguage Centre-
crisitem.author.facultyLanguage Centre-
crisitem.author.orcid0000-0001-6010-546X-
crisitem.author.orcid0000-0001-7598-6159-
crisitem.author.parentorgCyprus University of Technology-
crisitem.author.parentorgCyprus University of Technology-
Εμφανίζεται στις συλλογές:Δημοσιεύσεις σε συνέδρια /Conference papers or poster or presentation
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