Literaturnachweis - Detailanzeige
Autor/in | Taguchi, Naoko |
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Titel | Application of Immersive Virtual Reality to Pragmatics Data Collection Methods: Insights from Interviews |
Quelle | In: CALICO Journal, 38 (2021) 2, S.181-201 (21 Seiten)Infoseite zur Zeitschrift
PDF als Volltext |
Sprache | englisch |
Dokumenttyp | gedruckt; online; Zeitschriftenaufsatz |
ISSN | 2056-9017 |
Schlagwörter | Pragmatics; Computer Simulation; Role Playing; Task Analysis; Cues; Recall (Psychology); Usability; Speech Acts; Second Language Learning; Second Language Instruction; Audiovisual Aids; English (Second Language); Emotional Response; Computer Assisted Instruction; Native Speakers; Difficulty Level; Undergraduate Students; Asians; Foreign Students; Peer Groups; Student Attitudes Pragmalinguistik; Computergrafik; Computersimulation; Rollenspiel; Aufgabenanalyse; Stichwort; Abberufung; Sprechakt; Zweitsprachenerwerb; Fremdsprachenunterricht; Audiovisuelles Medium; English as second language; English; Second Language; Englisch als Zweitsprache; Emotionales Verhalten; Computer based training; Computerunterstützter Unterricht; Muttersprachler; Schwierigkeitsgrad; Asian; Asiat; Asiatin; Asiaten; Asiate; Gleichaltrigengruppe; Peer Group; Schülerverhalten |
Abstract | This exploratory study investigated the usability of immersive virtual reality (VR) as a way of creating a role-play task to examine pragmatic competence, specifically the ability to produce the speech act of request. The study created a closed role-play task in two versions. One was a standard computer-based version in which participants read a written scenario displayed on the screen and produced the target speech act for the computer. The other one was a VR version in which participants put on a VR headset and produced the target speech act for the interlocutor in the virtual space. Five native and five non-native speakers of English completed both versions and participated in a follow-up interview. The purpose of the interview was to examine similarities and differences in participants' perceptions of the two role-play tasks in four areas: (1) thought processes (what they were thinking during the task); (2) recall (what they remembered about the task); (3) difficulty (what made the task difficult); and (4) enjoyment (whether the task was fun). Results revealed that the participants attended to various audio-visual cues in the VR scene and used them to guide their actions. The VR version also evoked greater emotional reactions from the participants. (As Provided). |
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Erfasst von | ERIC (Education Resources Information Center), Washington, DC |
Update | 2024/1/01 |