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dc.contributor.advisorHocking, Darryl
dc.contributor.authorChen, Andi
dc.date.accessioned2018-07-31T00:03:52Z
dc.date.available2018-07-31T00:03:52Z
dc.date.copyright2018
dc.identifier.urihttp://hdl.handle.net/10292/11755
dc.description.abstractThe emergences of freely accessible 2D virtual worlds on the web have brought new opportunities for language education, resulting in the proliferation of virtual language schools and language learning spaces. Studies examining these sites and their users have consistently shown benefits to learners. In late 2016, a number of virtual reality wearables, such as Oculus Rift, were commercially released, facilitating a major shift in the nature of virtual worlds towards three dimensional, totally immersive, virtual reality environments. While these new environments have further extended opportunities for virtual worlds-based language education, they nevertheless involve more complex design and user functionality. Using the virtual world High Fidelity and Oculus Rift, this project explores and reflects on the potential for teacher-led design and development of virtual reality language educational learning resources in a three dimensional, totally immersive, virtual reality environment.en_NZ
dc.language.isoenen_NZ
dc.publisherAuckland University of Technology
dc.subjectLanguage educational resourcesen_NZ
dc.subjectVirtual reality environmenten_NZ
dc.subjectDesign and developmenten_NZ
dc.subjectReflectionsen_NZ
dc.titleReflections on the design and development of language educational resources in the three-dimensional virtual reality environment High Fidelityen_NZ
dc.typeExegesisen_NZ
thesis.degree.grantorAuckland University of Technology
thesis.degree.levelMasters Theses
thesis.degree.nameMaster of English and New Media Studiesen_NZ
dc.rights.accessrightsOpenAccess
dc.date.updated2018-07-30T14:55:35Z


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