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Virtual Cambridge, a Virtual Reality language-learning app

We wanted to investigate how virtual reality (VR) can be used in language learning, and to what extent VR environments can help contextualise lessons and transfer language and cultural skills into real life. We designed the concept of Virtual Cambridge, a virtual reality (VR) environment for learning English language and culture in a diverse environment. Based on real-world observation of tourist interactions in Cambridge, we designed the basis for a VR game in which the user (learner) can explore the city via 360-degree panoramas and converse with virtual characters to complete specific tasks, such booking a punting tour with a virtual tout and asking for a restaurant recommendation and directions to get there. The game's narrative leads the learner from one task to another and the learner is awarded game badges if successful. Based on the principles of the 'communicative approach' (Richards 2006), 'output hypothesis' (Swain 2000), 'task-based learning' (Ellis 2003), and 'game-based learning' (Meyer 2009), we target spontaneous speaking skills by giving image prompts rather than providing written replies on the screen, encouraging the learner to more actively access their own language knowledge. Data collection included photography of the King's Parade area, and video recordings of our conversations with punting and walking tour touts in Cambridge city centre. We undertook tests. Overall, the pilot tests successfully demonstrated the potential for future development of Virtual Cambridge, and the overall potential for VR use in language learning.