Virtual Immersion

The Role of CAVE and PC Technology

Authors

  • Mary Grantham O'Brien
  • Richard Levy
  • Annika Orich

DOI:

https://doi.org/10.1558/cj.v26i2.337-362

Keywords:

Virtual Reality Technology, CAVE, PC Technology, L2 Pedagogical Framework, Student Engagement

Abstract

Given the reality that computer games are ubiquitous in everyday life, researchers (Godwin-Jones, 2005; Purushotma, 2005) are touting the potential of making use of them in the second language classroom. In the current paper, we situate virtual reality (VR) technology within an L2 pedagogical framework and argue that it is a viable resource for enabling students to experience the target culture in ways that are impossible through the use of other technologies. In addition, we present the results of a pilot project in which we compare the effectiveness of two VR environments (CAVE and PC technology) on a variety of measures of student engagement: cultural awareness, collaboration, and overall experience. We argue that although the CAVE technology is perhaps the more exciting and immersive medium, its exorbitant cost and large scale make it an unfeasible prospect for most schools. The PC version of the game is readily accessible, can be run at no additional cost to the end user, and provides a positive and potentially more engaging experience for students.

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Published

2013-01-14

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Section

Articles

How to Cite

O'Brien, M. G., Levy, R., & Orich, A. (2013). Virtual Immersion: The Role of CAVE and PC Technology. CALICO Journal, 26(2), 337-362. https://doi.org/10.1558/cj.v26i2.337-362

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