Computer & Education
Online ISSN : 2188-6962
Print ISSN : 2186-2168
ISSN-L : 2186-2168
Special Reports on "Creating New Educational Spaces with VR and Metaverse"
Metaverse for Bringing Classroom Activities Closer to the Real World
Using Metaverse as a Place to Apply learning objectives in a Japanese Language Classroom
Kimihiko Abe
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JOURNAL FREE ACCESS

2024 Volume 57 Pages 16-21

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Abstract

 In foreign language classes, whether in higher or secondary education, much of the learning and practice typically occurs within the confines of the classroom. However, to foster a more authentic learning experience and help students set clear goals, it is crucial to create an environment that closely mirrors real-world contexts, allowing learners to apply their skills in practical scenarios. I teach Japanese as a second foreign language at a high school in Taiwan, where I aim to provide students with comprehensive communication skills in Japanese. In this study, I designed a unit aimed at equipping students with the ability to guide an acquaintance through a tourist site and provide a concise introduction to the area. The unit culminated in an event where native Japanese speakers were invited as guests, and students presented their tourist spot introductions within a metaverse setting. This paper reports on the implementation of the unit and the metaverse event, while also discussing the evaluation criteria and areas for improvement, as identified through a post-event survey.

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© 2024 CIEC
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