VR Piazza italiana: Learning Language and Culture Through Presence and Embodiment

Authors

  • Lucia Binotti The University of North Carolina at Chapel Hill
  • Amy Chambless

DOI:

https://doi.org/10.56198/A6PFYM5ZN

Keywords:

virtual reality

Abstract

Piazza Italiana is a VR environment and interactive Italian built on Mozilla Hubs and meant to be integrated into the curriculum of a second-semester language class. Our Experience takes you "inside" a Beginner's Italian textbook chapter dedicated to food and shops. The environment is designed on the model of a typical Italian piazza, a center of town where people shop, visit coffeehouses and restaurants, walk, and congregate. Within this VR piazza we plan to showcase three different immersive spaces -- an ice-cream shop (gelateria); a grocery shop (alimentari); and a pasta shop (pastificio) where the visitors will be able to perform sequences of task-based activities that engage immersive to improve and better retain their learning of Italian. We want to show how VR's provision of simulated realities engages students to learn and adapt to a language by interacting with and deriving meaning from it, as they use an infinite range of virtually recreated real-life contexts to support the way they develop their speaking and listening skills.

References

ACTFL’s World Readiness Standards [2015].

IDEAs in Action

C.D.V. Machado, Kinesthetic Language Learning in Virtual Reality. Accessible at:

https://www.media.mit.edu/posts/kinesthetic-language-learning-in-virtual-reality/. Accessed 30 Jan. 2021.

P. Skehan, A cognitive approach to language learning., Oxford, UK: Oxford University Press, 1998.

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Published

06-06-2022

How to Cite

VR Piazza italiana: Learning Language and Culture Through Presence and Embodiment. (2022). Immersive Learning Research - Practitioner, 1(1), 45-47. https://doi.org/10.56198/A6PFYM5ZN

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