The study aims to explore changes in learning outcome after using virtual reality instruments as teaching materials for college English courses, specifically, how digital environment affects the performance and motivation among undergraduates. Virtual reality has been widely applied in education settings. Its interactive interfaces provide students with realistic experiences and simulated everyday situations in a three-dimensional context for more authentic practice. The study focuses on the effect of incorporating Second Life, a virtual reality system, into college English classes. A semiexperiment is conducted in which an experimental group is taught with Second Life system, while the control group receives conventional one-way lectures. Result of the study shows significant improvement in the group of first year students who were taught using virtual characters. In addition, using virtual reality as teaching aids greatly improves students’ performance and motivation. Both the process and the result of the study imply potential benefit in using virtual systems and characters to improve language pedagogy and learner’s motivation respectively. The study proposes that virtual reality be incorporated into advanced English courses as a way to provide contextualized language learning.
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Liang-Yi Chung (2012) studied this question.
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