Goal: An immersive experience where students engage with animations, quotes based on the theme of gender inequality.
Audience: Second Language Learners learning essay writing
Problem: The first goal of designing this immersive experience on FrameVR was to understand how students can retrieve vocabulary through VR, vs watching a video. However, it turned out that VR did not only activate vocabulary, but also empathy and strong opinions and reflections towards gender inequality in Third World countries.
Technology: A desktop VR experience which can be also accessible in immersive VR.
Action: My role in the project was the teacher, the researcher and the designer
Choices: I chose to have two groups: control group and an experimental group. The control group had the same method of teaching, but only watched a video summary of A Doll's House and a classroom discussion afterwards followed by writing an essay. Whereas the experimental group watched the video in VR and interacted with two scenes where the conceptual metaphor theory of Lakoff and Johnson guided the design as well as scaffolding and Embodied Learning (A pedagogical method)