戴耳机旅行

IF 2.3 Q1 EDUCATION & EDUCATIONAL RESEARCH CALICO Journal Pub Date : 2022-06-30 DOI:10.1558/cj.21306
Dorothy M. Chun, Honeiah Karimi, David J. Sañosa
{"title":"戴耳机旅行","authors":"Dorothy M. Chun, Honeiah Karimi, David J. Sañosa","doi":"10.1558/cj.21306","DOIUrl":null,"url":null,"abstract":"In line with the 2021 CALICO Conference theme “Global realities,” we presented a plenary on how immersive virtual reality (IVR) could be used for second language learning by allowing learners to virtually travel around the globe via headset. The main affordances of virtual reality (VR) technology include immersing learners in an authentic cultural context almost anywhere on the globe, while manifesting a strong sense of presence and enabling learning through embodied cognition, which involves kinesthetic engagement. In this article, we first review current models of immersive learning and note how certain processes of second language and culture learning are missing in these models. Using some examples of IVR apps for second language learning, we discuss the research to date that focuses on the affordances of the technology for languaculture learning and propose how the effectiveness of these apps could be studied, expanding on the cognitive-affective model of immersive learning (CAMIL, proposed by Makransky & Petersen, 2021) to include social factors. We conclude with some recommendations for the development of future IVR apps for languaculture learning that follow our expanded theoretical model.","PeriodicalId":46819,"journal":{"name":"CALICO Journal","volume":"1 1","pages":""},"PeriodicalIF":2.3000,"publicationDate":"2022-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"4","resultStr":"{\"title\":\"Traveling by Headset\",\"authors\":\"Dorothy M. Chun, Honeiah Karimi, David J. Sañosa\",\"doi\":\"10.1558/cj.21306\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In line with the 2021 CALICO Conference theme “Global realities,” we presented a plenary on how immersive virtual reality (IVR) could be used for second language learning by allowing learners to virtually travel around the globe via headset. The main affordances of virtual reality (VR) technology include immersing learners in an authentic cultural context almost anywhere on the globe, while manifesting a strong sense of presence and enabling learning through embodied cognition, which involves kinesthetic engagement. In this article, we first review current models of immersive learning and note how certain processes of second language and culture learning are missing in these models. Using some examples of IVR apps for second language learning, we discuss the research to date that focuses on the affordances of the technology for languaculture learning and propose how the effectiveness of these apps could be studied, expanding on the cognitive-affective model of immersive learning (CAMIL, proposed by Makransky & Petersen, 2021) to include social factors. We conclude with some recommendations for the development of future IVR apps for languaculture learning that follow our expanded theoretical model.\",\"PeriodicalId\":46819,\"journal\":{\"name\":\"CALICO Journal\",\"volume\":\"1 1\",\"pages\":\"\"},\"PeriodicalIF\":2.3000,\"publicationDate\":\"2022-06-30\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"4\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"CALICO Journal\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1558/cj.21306\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"EDUCATION & EDUCATIONAL RESEARCH\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"CALICO Journal","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1558/cj.21306","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"EDUCATION & EDUCATIONAL RESEARCH","Score":null,"Total":0}
引用次数: 4

摘要

根据2021年CALICO会议的主题“全球现实”,我们提出了一个关于沉浸式虚拟现实(IVR)如何用于第二语言学习的全体会议,允许学习者通过耳机虚拟地环游世界。虚拟现实(VR)技术的主要功能包括让学习者沉浸在世界上几乎任何地方的真实文化背景中,同时表现出强烈的存在感,并通过包含动觉参与的具身认知实现学习。在本文中,我们首先回顾了当前的沉浸式学习模式,并注意到这些模式中缺失了第二语言和文化学习的某些过程。使用一些用于第二语言学习的IVR应用程序的例子,我们讨论了迄今为止关注语言文化学习技术的支持的研究,并提出如何研究这些应用程序的有效性,扩展沉浸式学习的认知情感模型(CAMIL,由Makransky和Petersen提出,2021),以包括社会因素。最后,我们对语言文化学习的未来IVR应用程序的开发提出了一些建议,这些建议遵循我们扩展的理论模型。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
Traveling by Headset
In line with the 2021 CALICO Conference theme “Global realities,” we presented a plenary on how immersive virtual reality (IVR) could be used for second language learning by allowing learners to virtually travel around the globe via headset. The main affordances of virtual reality (VR) technology include immersing learners in an authentic cultural context almost anywhere on the globe, while manifesting a strong sense of presence and enabling learning through embodied cognition, which involves kinesthetic engagement. In this article, we first review current models of immersive learning and note how certain processes of second language and culture learning are missing in these models. Using some examples of IVR apps for second language learning, we discuss the research to date that focuses on the affordances of the technology for languaculture learning and propose how the effectiveness of these apps could be studied, expanding on the cognitive-affective model of immersive learning (CAMIL, proposed by Makransky & Petersen, 2021) to include social factors. We conclude with some recommendations for the development of future IVR apps for languaculture learning that follow our expanded theoretical model.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
CALICO Journal
CALICO Journal EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
3.10
自引率
10.00%
发文量
0
期刊最新文献
Foreign Language Learning in the Digital Wilds 'The Routledge Handbook of Second Language Acquisition and Technology' Edited by Nicole Ziegler and Marta González-Lloret Game-Informed Approach to Teaching Request-Making in English Eduflow Distance Students’ Language Learning Strategies in Asynchronous and Synchronous Environments
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1