Abstract
This article discusses the application and rationale of applying virtual reality technology based on gamification thinking in English teaching in higher education contexts. Studying in English-speaking countries is popular among Chinese students. On the one hand, these students have access to good education re-sources; on the other hand, they also face some challenges. The main purpose of this paper is to improve spoken English of college students who will study abroad for further education in informal contexts. Furthermore, the paper tries to integrate modern educational technology, virtual reality technology, into the college English classroom in a gamified way and to illustrate specific game teaching methods and mechanisms. The works of literature about second language acquisition and gamification teaching are to support gamification teaching methods and mechanisms. It also discussed the limitation for applying VR in English learning teaching and learning. This paper informs future game-based teaching practices. The advancement of virtual reality in education requires transdisciplinary collaborations in large-scaled and longitudinal research.
Author supplied keywords
Cite
CITATION STYLE
Cai, J., Wang, S., & Zhang, X. (2024). From English learning in classroom to living in the English-speaking country: The impact of virtual reality technology on learners in college English class. In Addressing Global Challenges - Exploring Socio-Cultural Dynamics and Sustainable Solutions in a Changing World: Proceedings of International Symposium on Humanities (pp. 238–245). CRC Press. https://doi.org/10.1201/9781032676043-32
Register to see more suggestions
Mendeley helps you to discover research relevant for your work.