Toward a Method for VR Assessment in the EFL Classroom
When language educators talk about implementing virtual reality in a classroom to enhance the learning experience, it can be fraught with problems such as VR headset expenses, student discomfort, and cyber-sickness. Once such hurdles are surmounted, how does one begin? How does an educator use VR to create the positive transfer of skills desired?
In this presentation, the presenters will demonstrate that learning vocabulary and skills from virtual reality is possible and testable outside VR with students in a classroom. Using the article “Getting your Game on: Using Virtual Reality to Improve Real Table Tennis Skills” (2019) as a model, the presenters will illustrate a method of using materials at hand to test for positive transfer from virtual reality to actual reality with examples from seventeen volunteer students at Kochi University of Technology. To conclude, the presenters will explain in detail what types of games and applications work well for a positive transfer of skills and why such applications are better than others.