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Wando Mount Pleasant Library
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St. Paul's/Hollywood Library
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Application of Immersive Virtual Reality to Pragmatics Data Collection Methods: Insights from Interviews
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- Author(s): Taguchi, Naoko
- Language:
English- Source:
CALICO Journal. 2021 38(2):181-201.- Publication Date:
2021- Document Type:
Journal Articles
Reports - Research - Language:
- Additional Information
- Availability: Equinox Publishing Ltd. Office 415, The Workstation, 15 Paternoster Row, Sheffield, S1 2BX, UK. Tel: +44-114-221-0285; Fax: +44-114-279-6522; e-mail: [email protected]; Web site: https://journals.equinoxpub.com/index.php/CALICO/
- Peer Reviewed: Y
- Source: 21
- Education Level: Higher Education
Postsecondary Education - Subject Terms: 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
- Accession Number: 10.1558/cj.41136
- ISSN: 2056-9017
- 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.
- Abstract: As Provided
- Publication Date: 2021
- Accession Number: EJ1297019
- Availability:
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