https://languagecities.com/
A VR game for second language learners
Top listed as a promising educational game at GAIA Hackathon for Artificial Intelligence in Saudi Arabia 2022.
Collaborators : Jay Schnoor, Abdullah Bamashmos, Ahmad Abdullah
Goal: A virtual reality game based on task-based learning and other second language learning pedagogies and theories (acculturation model, affective filter, Kraschen's Input hypothesis and Affective Filter
Audience: Users between 16-24+ who are learning English as a Second or Foreign Language
Problem: As a result of our user research, we found out that many teachers are interested in teaching in VR; however, they are looking for VR classrooms that incorporate wonder, engagement, and exploration. Students who play VR and 3D games expressed their interest in games that can scaffold learning and can inhibit the affective filter, and are suitable for their level of proficiency (i+1, Krashen, 1975)
Technology: Accessibility is key to improving students' performance. The game is a webvr game.
Action: I'm leading the project from the instructional design perspective, research, and storyboarding as well.
Choices: The game is story driven, but there are also other elements in the game that would satisfy and foster different players personas and align with the learning objectives.