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Virtual reality authoring tools for teachers to create novel and immersive learning scenarios

Published: 22 January 2021 Publication History

Abstract

This paper aims to encourage teachers from all areas, with a special focus on the area of language teaching, to explore the possibilities of creating virtual learning environments using technologies such as Virtual Reality (VR). Through the current work, the authors intend to share with other teachers their experience with the design and implementation of a 360º German-language app created by using Tour Creator. The latter is a freely available authoring tool developed by Google and allows stakeholders with no specific computer skills to easily create their own VR tours. This way, teachers could provide their students with learning resources that are usually difficult to implement in conventional teaching environments. For the purposes of the current project, the authors designed a VR-based app called Cádiz 360º that permits German language learners by means of numerous panoramic views to explore the Spanish city of Cádiz and to interact with its different places and sights, while practicing, at the same time, their listening and reading skills.

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Cited By

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  • (2024)Immersive Creation of Virtual Reality Training ExperiencesIEEE Access10.1109/ACCESS.2024.341333712(85773-85782)Online publication date: 2024
  • (2023)Towards Sustainable Virtual Reality: Gathering Design Guidelines for Intuitive Authoring ToolsSustainability10.3390/su1504292415:4(2924)Online publication date: 6-Feb-2023
  • (2023)How Are Your Participants Feeling Today? Accounting For and Assessing Emotions in Virtual RealityProceedings of Mensch und Computer 202310.1145/3603555.3603577(37-48)Online publication date: 3-Sep-2023
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  1. Virtual reality authoring tools for teachers to create novel and immersive learning scenarios

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      cover image ACM Other conferences
      TEEM'20: Eighth International Conference on Technological Ecosystems for Enhancing Multiculturality
      October 2020
      1084 pages
      ISBN:9781450388504
      DOI:10.1145/3434780
      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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      New York, NY, United States

      Publication History

      Published: 22 January 2021

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      Author Tags

      1. 360º VR apps
      2. COVID-19
      3. Foreign Language Learning
      4. development of learning materials
      5. higher education
      6. teacher training

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      • VISAIGLE

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      TEEM'20

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      Overall Acceptance Rate 496 of 705 submissions, 70%

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      Cited By

      View all
      • (2024)Immersive Creation of Virtual Reality Training ExperiencesIEEE Access10.1109/ACCESS.2024.341333712(85773-85782)Online publication date: 2024
      • (2023)Towards Sustainable Virtual Reality: Gathering Design Guidelines for Intuitive Authoring ToolsSustainability10.3390/su1504292415:4(2924)Online publication date: 6-Feb-2023
      • (2023)How Are Your Participants Feeling Today? Accounting For and Assessing Emotions in Virtual RealityProceedings of Mensch und Computer 202310.1145/3603555.3603577(37-48)Online publication date: 3-Sep-2023
      • (2023)Critical Factors of Immersive Learning in Higher Education: A Systematic Literature Review2023 10th International Conference on ICT for Smart Society (ICISS)10.1109/ICISS59129.2023.10291434(1-8)Online publication date: 6-Sep-2023
      • (2022)Caribbean Metaverse Development: A Literature Review PerspectiveJournal of Metaverse10.57019/jmv.11204702:2(83-99)Online publication date: 31-Dec-2022

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