
Andy Curtis
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Dave Dolan | Virtual and Augmented Reality: From Modest Interest to Exponential Growth
Although the coauthors of this article have been actively
involved in developing new language education technologies for decades,
we still begin by questioning the idea that more or newer technology is
“the answer.” Instead, we believe that a key question should be: What
would this new technology enable us to do, as language teachers and
learners, which we cannot already do now? Too often, new technology is
bought, for example, because if the technology funds for that fiscal
year are not spent in time, those funds will no longer be available. As a
result, the technology can end up driving the pedagogy, rather than the
other way around. One of the more specific questions that we have been
grappling with is: How can we use newer technologies to create an
immersive, simulated, and stimulating target language environment? One
way to answer that question is to use virtual reality (VR), which we
believe is set to grow exponentially after steadily increasing—but still
limited—interest in recent years.
In 2016, Becker et al. wrote in their report Innovating
Language Education: “Immersive technology such as
online games, virtual and augmented reality, and telepresence allows
students to be transported to settings that simulate
situations [emphasis added]…providing them with realistic
opportunities to practice and learn” (p. 2). Ideally, all language
learning practice should be “realistic,” but these immersive
technologies can create a heightened sense of realism. Do you remember
when we used to bring realia into our classrooms (i.e., physical objects
often used to help students concretize their vocabulary learning)? In a
similar way, these technologies can be used to bring our learners to
settings that are real, but in a virtual world, without the high costs
and potential risks of physically travelling to or being in a target
language country such as, in the case of English language teaching
(ELT), the United States or the United Kingdom, both of which have been
struggling to contain the COVID-19 pandemic. Becker et al. (2016) also
stated that “Immersive technologies can help higher education
institutions overcome economic and geographical
restrictions [emphasis added] that keep students from
participating in authentic language learning situations” (p. 14). Four
years later, in 2020, the greatest “economic and geographical
restrictions” in a century have come about as the result of the COVID-19
global pandemic.
In recent years, the interest in augmented reality (AR) and VR
in ELT has grown, albeit somewhat slowly. For example, in a TESOL
International Association blog post in 2019, Greg Kessler wrote about
“Virtual
Field Trips for ELT” and noted that the cost of VR and AR
technologies—which many educators have seen as being prohibitively high
in the past—has come down considerably in recent years. That posting was
followed in 2020 by Jeff Kuhn’s TESOL International Association post
titled “Increasing
Immersion: VR Becomes Classroom Ready.” Kuhn wrote about the
potential of VR “to revolutionize training and education by placing
users in computer-generated environments where they can move around,
interact with the environment, and feel as if they are really
there [emphasis added].” As a result of the COVID-19
pandemic, that gradual buildup of interest in AR and VR in language
teaching and learning may well grow exponentially in the near future, as
global travel restrictions, economic constraints, and safety concerns
all come together in some kind of “perfect storm.” We are already seeing
increased interest in AR and VR in medical education, and we are
expecting to see a similar surge in language education soon, as a result
of the pandemic, making the idea of “being there without going there” a
potential game-changer in ELT.
Challenging Some Assumptions About Augmented and Virtual Reality
Considering the potential exponential growth in the use of AR
and VR in ELT, we believe it would be helpful to challenge some of the
assumptions we have encountered regarding AR and VR, namely:
- 1. AR and VR are new
- AR and VR are the same
- AR and VR are the answer to language teaching and learning
Although “new” is a relative, chronological concept, AR and VR
are not new, as they have been in existence for as many as 30 years by
now. For example, a former Boeing Aerospace researcher, Tom Caudell, is
credited with coining the term “augmented reality” in the early 1990s. A
key distinction between AR and VR is that AR is based on using the
technology to overlay additional digital details onto an image being
viewed through a mobile media device, such as a smartphone camera.
However, instead of that overlaying, VR is based on the individual being
surrounded by and immersed in a realistic, simulated, virtual
environment. In AR, the key term is “augmented” (i.e., what the viewer
can see and hear is added to). This is different from VR, where the
person is surrounded by a virtual environment, the perception of which
changes as the person alters their position.
According to the Interaction
Design Foundation (IDF; 2019), VR was “first achieved…by a
cinematographer called Morton Heilig in 1957.” Helig was a filmmaker and
pioneer in VR technology. Together with Howard Rheingold, Helig
invented a mechanical device that they called a Sensorama, which
“delivered visuals, sounds, vibration and smell to the viewer” (IDF,
2019), and although it was not computer controlled, it was “the first
example of an attempt at adding additional data to an experience” (IDF,
2019). In the Sensorama, the simulated experience was riding a
motorcycle through New York City streets, with the additional data being
the noises and the smells of the city, which were simulated by
chemicals that smelled like gasoline fumes and pizza parlors being
wafted by fans over the person sitting in the machine. In the Sensorama,
the person sits in the machine, whereas in VR, the machine sits on the
person (on their head).
By the late 1960s, the American computer scientist and computer
graphics pioneer Ivan Sutherland “invented the head-mounted display as a
kind of window into a virtual world” (IDF, 2019). However, the
technology of the late 1960s made Sutherland’s invention “impractical
for mass use” (IDF, 2019). Following Sutherland’s work, in 1975, the
American computer artist Myron Krueger developed the first VR interface
in the form of an artificial reality he called Videoplace, “which
allowed its users to manipulate and interact with virtual objects and to
do so in real-time” (IDF, 2019). Building on Sutherland’s work in the
1960s and Krueger’s in the 1970s, the Canadian computational photography
researcher Steven Mann “gave the world wearable computing in 1980”
(IDF, 2019). The advent of “wearable computing” constituted a major step
forward in the development of these technologies.
One of the most clear and concise descriptions of the
distinctions between AR and VR was given by Johnson (2016), when she reported
for the Canadian Broadcasting Corporation at the TED 2016
conference. Johnson (2016) explained that “Virtual and augmented reality
tend to get lumped together, with both abandoning the two-dimensional
screen for something that appears to be right in front of – or
around – you [emphasis added]. The big difference is whether
the images join you as holograms in your living room (augmented) or transport you to another world
(virtual) [emphasis added].” In relation to
learning second/foreign languages, the ability to be “transported to
other worlds” is especially important, as that kind of simulated,
stimulating immersive experience can help to bring the target languages
and cultures to life much more effectively than words and pictures on a
page, in a textbook. It is, however, important to note that none of the
main applications of AR and VR listed by Johnson were educational. The
uses of AR and VR were instead “conquering fears” (IDF, 2019), such as
the fear of flying; “living a story,” including using VR for
journalistic storytelling, for example, virtually experiencing a Syrian
refugee camp; and everyday computing, such as word processing and
checking email.
An Important Part of the Future of English Language Teaching
In relation to the aforementioned third AR/VR assumption,
although AR and VR are not the answer to language
teaching and learning, a major benefit of VR is being able to place
learners “in” environments such as an airport, a coffee shop, or an
office to create an in situ sense of presence in a
specific setting, which can be customized and even individualized, for
in-class and out-of-class student-driven learning. In terms of
contextual authenticity, a strong sense of time and place can be
achieved inside a virtual environment, which enables learners and
teachers to feel as though they are really there.
However, it is important to leverage key aspects of these
technologies that may not be found elsewhere. For example, some of the
most powerful elements that VR can bring to language learning include a
safe, multisensory, nonjudgmental environment, where learners can play
with and explore a new language to help them develop their listening and
speaking competencies, as well as their confidence with the language.
One size does not fit all in ELT. Therefore, AR and
VR are not the answer to language education—any
more than moving everything online during the pandemic was theanswer. However, AR and VR, especially the latter, are
likely to provide many new and exciting possibilities for ELT in our
postpandemic world, as a safe, secure, efficient, and cost-effective way
of “being there without going there.”
References
Becker, S. A., Rodriguez, J. C., Estrada, V., & Davis,
A. (2016, February). Innovating language education: An NMC
Horizon project strategic brief (Vol. 3.1). The New Media
Consortium. https://www.learntechlib.org/p/171514/
Interaction Design Foundation. (2019). Augmented
reality - The past, the present and the future. https://www.interaction-design.org/literature/article/augmented-reality-the-past-the-present-and-the-future
Johnson, L. (2016). TED 2016: Virtual and augmented reality
steal the show. CBC News. https://www.cbc.ca/news/canada/british-columbia/ted-virtual-augmented-reality-1.3453884
Kessler, G. (2019). Virtual field trips for ELT. TESOL Blog. http://blog.tesol.org/virtual-field-trips-for-elt/
Kuhn, J. (2020). Increasing immersion: VR becomes classroom
ready. TESOL Blog. http://blog.tesol.org/increasing-immersion-vr-becomes-classroom-ready/
From 2015 to 2016, Andy Curtis served as the 50th
president of TESOL International Association. He has been researching
and writing about online technologies in language education for 20 years
and teaching online for 10 years.
Dave Dolan holds a master’s in TESOL from Anaheim
University. He established an English language school in Japan in the
early 1990s, and he currently travels the world talking about edtech
solutions. |