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VR-Based Gamification of Communication Training and Oral Examination in a Second Language

VR-Based Gamification of Communication Training and Oral Examination in a Second Language

Liesa Reitz, Aline Sohny, Gerrit Lochmann
Copyright: © 2016 |Volume: 6 |Issue: 2 |Pages: 16
ISSN: 2155-6849|EISSN: 2155-6857|EISBN13: 9781466692671|DOI: 10.4018/IJGBL.2016040104
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MLA

Reitz, Liesa, et al. "VR-Based Gamification of Communication Training and Oral Examination in a Second Language." IJGBL vol.6, no.2 2016: pp.46-61. http://doi.org/10.4018/IJGBL.2016040104

APA

Reitz, L., Sohny, A., & Lochmann, G. (2016). VR-Based Gamification of Communication Training and Oral Examination in a Second Language. International Journal of Game-Based Learning (IJGBL), 6(2), 46-61. http://doi.org/10.4018/IJGBL.2016040104

Chicago

Reitz, Liesa, Aline Sohny, and Gerrit Lochmann. "VR-Based Gamification of Communication Training and Oral Examination in a Second Language," International Journal of Game-Based Learning (IJGBL) 6, no.2: 46-61. http://doi.org/10.4018/IJGBL.2016040104

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Abstract

The authors present a novel way of oral language training by embedding the English as a foreign language (EFL) learning process into a generic 3D Cooperative Virtual Reality (VR) Game. Due to lack of time, resources and innovation, the language classroom is limited in its possibilities of promoting authentic communication. Therefore, the researchers investigated how to induce a VR setting with information gaps, for which they designed a template which intrinsically promotes communication and the students' confidence in using EFL. Thereby, VR enables the simulation of real life situations, creating both comfortable and authentic training environments. The game content is based on the internationally approved Graded Examination in Spoken English (GESE) Trinity Exam and can be adapted to the needs of the learners or the given curricula. The empirical analysis shows that the designed game trains the students' communication skills, evoking a high amount of speech and a qualitative linguistic output.

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