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This article aims to provide teachers with a practical introduction to the capabilities of augmented and virtual reality (AR/VR) in foreign language education. We first provide an overview of recent developments in this field and review some of the affordances of the technologies. This is followed by detailed outlines of a number of activities that teachers can use in any ESL classroom with access to smartphones or AR/VR capable devices. The article concludes with consideration of privacy concerns, and practical issues of classroom implementation.
EN
Virtual Reality (VR) is a valuable tool for learning, however, there is a lack of education-focused content for language learning needs. This article introduces the VR Application Analysis Framework (Lege, Bonner, Frazier, & Pascucci, 2020) to assist educators in scaffolding existing commercial off-the-shelf (COTS) applications for use in classroom activities through four key lenses: immersive capacity, cognitive load, purpose, and communicative capability. The framework is then used to analyze the strengths and weaknesses of an example COTS VR application, Tilt Brush. This analysis, completed using the framework, is followed by three lesson plans for Tilt Brush that demonstrate how VR could be used in the language classroom.
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