Worried about what it is and where to start?
VR has been around for a few years now, but apart from a few webinars and demonstrations at conferences there has not been much adoption of the new technology in the language learning classroom. From speaking with teachers and learners the greatest obstactle seems to be where do I begin and how can I use it in my lessons. Others have expressed the same point that my academics have expressed. Does VR in the classroom actually lead to the production of the target language from the lesson or is it just a fancy game that does little to supplement lessons?
So let’s dive in and look at both those points and what you can do to integrate VR into your classroom. We’ll look at the technology necessary, the software I have used and methods to get the most language production and educational benefit from VR.
The technology can be a bit intimitating when you start so let’s break down the best options.
The Meta Quest 2 is your best option when thinking about VR in an ELT classroom. It’s self contained so you don’t need to connect it to a high-end computer, it doesn’t have a lot of wires that you have to hook up either. However, it lacks the level of performance that the other options have. If you do happen to have some serious hardware (a dedicated graphics card for example) you can always connect it but sadly this is probably not going to be the case in many classrooms.
The PlayStation VR is another strong contender. As it runs from the console you won’t have to spend a lot of time configuring things which is a huge plus. Also, it’s pretty portable and easy to connect to a screen or interactive whiteboard.
The last two options are not ideal for a classroom due to their prohibitive cost but if you are playing to do some research on the effects of VR on education the Valve Index is second to none. The Apple vision pro is new to the market but its astronomical cost limits its practicality in the classroom.
images need backgrounds removed
Present your content in an attractive Circle layout item 2. You can highlight key information with click or hover effects and style it as per your preference.
Present your content in an attractive Circle layout item 3. You can highlight key information with click or hover effects and style it as per your preference.
Lorem ipsum dolor sit amet, consectetur adipisicing elit. Optio, neque qui velit. Magni dolorum quidem ipsam eligendi, totam, facilis laudantium cum accusamus ullam voluptatibus commodi numquam, error, est. Ea, consequatur.
Paradoxically, you want to focus less on specific language learning material. While there are many language learning applications for VR, they tend to focus on individual learning and don’t lend themselves to a classroom environment.
What you’ll need are applications that focus on communication in order to maximise the impact of a lesson augmented by VR. These applications are usually derived from popular party games but work incredibly well in the classroom. I will list a few that I have used, highlight the language learning skills and subskills that each game targets and give some recommendations on how to adapt the game into an opportunity for genuine language learning.
A very common VR game that you might have seen featured in conferences or webinars already! I’m including it because it is ideal for language learning.
The game is designed to be played by two or more players, with at least one person wearing a VR headset while the others act as “experts” using printed or digital manuals. The objective of the game is to defuse a virtual bomb within a limited amount of time by communicating effectively and solving various puzzles.
Here’s how the game typically works:
VR Player (The Bomb Defuser): One player puts on the VR headset and finds themselves in a room with a ticking time bomb. The bomb consists of various modules that have different types of puzzles or challenges. These modules can include wires, buttons, symbols, and more.
Experts (The Manual Readers): The other players, who do not wear the VR headset, act as “bomb experts.” They have access to a physical or digital manual that contains instructions on how to defuse each type of module. These manuals are available for free and can be downloaded or printed from the game’s website.
Communication is Key: The bomb defuser must describe the modules on the bomb to the experts, who, in turn, use the manual to provide instructions on how to solve each puzzle. The catch is that the defuser and experts can’t see each other’s screens, so clear and concise communication is crucial.
Race Against Time: The game adds an element of tension by including a countdown timer. If the players fail to defuse the bomb before the timer runs out or make too many mistakes, the bomb explodes, and the game is lost.
Progression: As players successfully defuse bombs, they can progress to more challenging levels with increasingly complex modules, less time, or additional hazards.
The game’s success relies heavily on teamwork, effective communication, and the ability to think under pressure. It often leads to frantic and humorous situations as players try to decipher each other’s instructions and rapidly solve puzzles to prevent the bomb from exploding.
If you want to target more specific language you can change elements in the manual to get students to produce the target langauge of the lesson.
My rating 5/5
This a lesser know alternative to Keep Talking and Nobody explodes. The game places players in the roles of spaceship crew members and encourages communication and teamwork to achieve its objectives. Here’s how the game can benefit language learners in terms of language production:
Communication Practice: The game relies heavily on effective communication among players to accomplish tasks. Language learners are required to speak and listen actively to convey and understand instructions, alerts, and commands. This promotes the production of spoken language and enhances oral communication skills.
Vocabulary Expansion: “Spaceteam VR” introduces players to a variety of spaceship-related terminology and jargon. Language learners can acquire and use this specialised vocabulary in context, helping them expand their vocabulary in the target language.
Real-time Interaction: Players must engage in real-time conversations to respond to in-game challenges and coordinate actions with their teammates. This provides an opportunity for language learners to practice spontaneous and interactive communication.
Quick Thinking and Response: The fast-paced nature of the game requires players to think on their feet and respond rapidly to changing situations. This challenges language learners to produce language quickly and accurately, enhancing their ability to express themselves under pressure.
Problem-Solving through Language: Many of the game’s challenges involve solving problems or puzzles by communicating with team members. Language learners can use their language skills to collaborate and find solutions to these challenges.
Multilingual Play: It can be played in various languages, allowing language learners to choose the target language they want to practise. This flexibility supports language production and proficiency in multiple languages.
Team Coordination: The game encourages players to work together effectively, reinforcing the importance of clear and coherent communication to achieve common goals. This collaborative aspect enhances language learners’ ability to interact and produce language within a team dynamic.
The only disadvantage of this game is it can be a bit buggy depending on your hardware. There have been some patches that have improved performace but it’s going to take a bit more time to configure and test before introducing it to your students.
My rating 4/5
“VR The Diner Duo” creates a virtual environment where players must communicate with virtual customers, take orders, and interact with kitchen appliances and ingredients. This immersive experience exposes language learners to restaurant-specific vocabulary and dialogue, helping them become more comfortable using language in professional settings.
A personal favrouite of mine, the “I Expect You to Die” series offers unique opportunities for problem-solving, critical thinking, and situational language learning, all within the context of high-stakes espionage and puzzle-solving.
I’ve tried using all of these in class to very mixed results but at every stage people were having fun, engaging with the language and making unforgettable learning memories. I’d recommend getting out there and using these games yourself and think about how you can adapt them to your classroom. It can be very challenging but the results will speak for themselves!