In February this year Mark Zuckerberg came to Barcelona and announced to the world’s media that Virtual Reality (VR) is “the new platform”. What he seemed to be saying is that VR will soon become the dominant technology in a number of areas such as gaming, entertainment and yes, even education.
Cynics would argue that Zuckerberg is desperate to build up VR as his company, Facebook, reputedly shelled out something like USD 2 billion to purchase Oculus, a manufacturer of high-end VR headsets. Getting any sort of return on an investment of that size will take some doing.
But let’s think about how VR might impact the language teaching industry. Will it be another passing craze that shoots skywards before it loses momentum and tumbles back to earth? Or is it a technology that could offer real and lasting value to language learners worldwide?
The principle of VR is very simple: you put on a headset which surrounds your field of vision and you’re transported to a 360⁰ virtual world that someone has created. Headsets vary in price from the 600 USD of an Oculus Rift – which comes complete with built in headphones and mic, as well as a number of other features – to the 15 dollars that Google charge for their cardboard mask designed to work with a smart phone. Needless to say the experience is enhanced by the high-end headsets.
The virtual worlds that users experience can be anything at all. It could involve skiing down a mountain, exploring underwater caverns, walking with dinosaurs, or travelling through space. The only limit is the imagination of the programmers – and the content development money and tools at their disposal.
Interaction is essentially at two levels:
- With other users (e.g. with friends, classmates or teachers)
- With autonomous, computer-generated characters (or creatures) that inhabit the virtual world
The potential for education seems obvious. Imagine how much more interesting it would be to visit the Tower of London (for example) in a virtual world and hear about its colourful history from a virtual Yeoman Warder, than it would be to read about it in a text book or watch a video on a website? And if the virtual Yeoman Warder could understand and respond to questions in a convincing and natural way …
The potential for language practice also seems clear. On a simple level, teachers could take their students to a virtual world and have them find information or ask questions about the place they are visiting, or engage in any number of role play activities. On a more sophisticated level, which involves combining speech recognition technology with artificial intelligence (AI), autonomous, virtual characters could engage students in any number of language practice activities. Want to practice interviewing for a job? The interview panel is through this door. Want to play the part of a detective in a whodunnit thriller set in the 1930s? Walk this way, Mac.
I wouldn’t expect our language students to spend all or even most of their time visiting virtual worlds. But it certainly seems as though VR’s educative potential could see it outlast the technology’s novelty factor.
Maybe Mark was right.
For information on Oculus Rift and Google Cardboard, click the links below.