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Augmented/Virtual
Reality Promises for ELT
Practitioners
44th Annual
International
JALT Conference
November 25, 2018
Mehrasa
Alizadeh
Osaka University
About Me
JALT Member since 2016
Osaka JALT Treasurer
MAVR SIG Treasurer
PanSIG PR Chair
2
Contents
3
Basic
Concepts
AR
Blippar
VR
Expeditions
Augmented and
Virtual Realities
Basic Concepts
1
Photofrom:https://www.consagous.com/wp-content/uploads/2017/09/AR-vs-VR-1.jpg
The Reality-Virtuality (RV)
Continuum
5
Real
Environment
Virtual
Environment
Augmented
Reality (AR)
Augmented
Virtuality (AV)
Mixed Reality (MR)
(Milgram, Takemura, Utsumi, & Kishino, 1994)
Virtual Reality
with Google Expeditions
2
Virtual Reality
“Virtual reality (VR) is an immersive
computer-enabled technology that
replicates an environment and
allows a simulation of the user to
be present and interact in that
environment.”
7
(Lloyd, Rogerson, & Stead, 2017)
Why Virtual
Reality?
8
◇ Situated learning
◇ Embodied interaction
◇ Immersion
Paul Driver on
Virtual Reality
◇ Active engagement
◇ Experiential learning
◇ Spatial Affordance
9
There are several pedagogical theories to
support the use of interactive media such
as virtual reality.
(Cambridge University Press ELT, 2018)
Affordances of
Virtual Reality
◇ Tasks that would not be possible in the real world
◇ Enhanced motivation and engagement
◇ Contextualized learning
◇ Effective collaborative learning
10
(Lloyd, Rogerson, & Stead, 2017)
11
Oculus
Rift
Oculus
Go
HTC
Vive
PlayStation
VR
Google
Cardboard
Google
Expeditions
12
Google Expeditions:
Over a million students,
on trips to virtually anywhere
13
What is Expeditions? (1)
◇ Expeditions is a VR platform designed for
education.
◇ Using Expeditions, you can take your students
on virtual trips.
◇ The expeditions consist of 360° degree photos
annotated with descriptions and marked with
specific points of interest called “spaces”.
14
◇ What makes the expeditions even more
engaging is that they are not just tours to
majestic places like Mount Everest or Mars.
◇ The app can take you and your students to
places you may not be able to get to due to
lack of time, geographic distance, and safety
issues.
15
What is Expeditions? (2)
How to Set Up
Expeditions
16
Teacher Student
Mount Everest Expedition:
Students’ View
17
MagicWindowMode
18
Mount Everest Expedition:
Teacher’s View
19
913 VR Expeditions as of
November 9, 2018
20
Arts &
Culture
Colleges
Science
Environment
The World
Today
Landscapes
Careers
Google Expeditions
Community
21
22
Hands-on Experience!
If you have already
installed the app,
thank you! 
If you haven’t,
23
Mehrasa5GHz
Pass: JALT2018
Please connect to this
network.
24
25
Mehrasa5GHz
Mehrasa5GHz
Create your own
virtual tours!
26
But How?
1. Use Google Maps.
2. Take your own 360-degree
photos/videos with spherical
cameras.
27
Augmented Reality
with Blippar
3
AR Platforms
29
BlippAR
30
31
BlippBuilder
https://www.blippar.com/build-ar
Advantages
◇ Free use of BlippBuilder
◇ Ability to experience Blipps for free
using a test code
◇ Option to publish live with a paid
upgrade
32
BlippAR
Tutorial
33
34
Create an account.
35
Start a new project.
36
Open your project.
37
Create your first Blipp.
38
Select Blippbuilder.
39
Upload a marker.
40
Or autogenerate one.
What is a marker?
◇ A marker is a real-world image or object
you will use to reveal your blipp.
41
Marker Requirements
◇ PNG or JPEG format
◇ Less than 0.5 MB
◇ Accepts RGB, not CMYK
◇ Between 300-800 pixels in width and
height.
◇ Not a transparent background.
42
Good Marker Bad Marker
What makes a
good marker? (1)
◇ The busier, more complex and unique a
marker is, the better.
◇ Photos make great markers.
◇ Images with lots of contrast, angles
and reference points for the app to
recognize also work well.
43
What makes a
good marker? (2)
◇ For print markers, use a full poster,
flyer or press page rather than small
elements or images within it.
44
Check out Blippar Help on
“Choosing a Marker”.
45
Upload an asset.
46
Add the asset to your marker.
47
Customize the settings.
48
For example, change opacity.
49
Click preview and add test codes.
50
Publish to test.
51
More options to explore.
52
For example, see version history.
53
Enter the code and scan the Blipp.
JALT
2018
54
In ELT contexts, AR has
been used to create:
◇ Campus tours (Reinders, Lakarnchua &
Pegrum, 2015)
◇ Location-based games (Holden & Sykes,
2011)
◇ Augmented posters (Alizadeh, Mehran,
Koguchi, & Takemura, 2017)
55
Mixed, Augmented,
and Virtual Realities
in Learning (MAVR)
56
https://x.co/mavrsig
“
Tell me and I forget,
Teach me and I may remember,
Involve me and I learn!
57
Benjamin Franklin
Recommended Reading
Bonner, E., & Reinders H. (2018). Augmented and virtual reality in the
language classroom: Practical ideas. Teaching English with Technology,
18(3), 33-53.
Godwin-Jones, R. (2016). Augmented reality and language learning: From
annotated vocabulary to place-based mobile games. Language
Learning and Technology, 20(3), 9-19.
Hawkinson, E., Mehran, P., Alizadeh, M. (2017). Using MAVR to bring new
dimensions to the classroom. The Language Teacher, 41(3), 30-32.
58
References
Alizadeh, M., Mehran, P., Koguchi, I., & Takemura, H. (2017). Learning
by design: Bringing poster carousels to life through augmented
reality in a blended English course. In K. Borthwick, L. Bradley, & S.
Thouësny (Eds.), CALL in a climate of change: Adapting to turbulent
global conditions – Short papers from EUROCALL 2017 (pp. 7-12).
Dublin, Ireland: Research-publishing.net.
Cambridge University Press ELT. (2018, April 19). A new perspective:
Virtual reality and transmedia spherical video in teacher training
[Video file]. Retrieved from https://youtu.be/DXDCUTLi6WY
Holden, C. L., & Sykes, J. M. (2011). Leveraging mobile games for
place-based language learning. International Journal of Game-
Based Learning, 1(2), 1-18. doi: 10.4018/ijgbl.2011040101
59
References
Lloyd, A., Rogerson, S., & Stead, G. (2017). Imagining the potential for
using virtual reality technologies in language learning. In M. Carrier,
R. M. Damerow, & K. M. Bailey (Eds.), Digital language learning and
teaching: Research, theory, and practice (pp. 222-234). New York,
NY: Routledge.
Milgram, P., Takemura, H., Utsumi, A., & Kishino, F. (1994).
Augmented reality: A class of displays on the reality-virtuality
continuum. In H. Das (Ed.), Proceedings of SPIE: Vol. 2351.
Telemanipulator and Telepresence Technologies (pp. 282-292).
Bellingham, WA: SPIE.
Reinders, H., Lakarnchua, O., & Pegrum, M. (2015). A trade-off in
learning: Mobile augmented reality for language learning. In M.
Thomas & H. Reinders (Eds.), Contemporary task-tased tanguage
teaching in Asia, (pp. 244-256). London, England: Bloomsbury.
60
Thanks!
Any questions?
You can find me at:
◇ @mehrasaalizadeh
◇ alizadeh.mehrasa@lab.ime.cmc.osaka-u.ac.jp
61
Presentation template by SlidesCarnival
Photographs by Unsplash and Pixabay

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Augmented/Virtual Reality Promises for ELT Practitioners

Editor's Notes

  1. https://www.theguardian.com/technology/2016/jun/13/best-virtual-reality-apps-smartphone-iphone-android-vr
  2. Image: https://pixabay.com/en/clouds-virtual-reality-game-ar-1845517/
  3. Video: https://youtu.be/3MQ9yG_QfDA
  4. Image: https://pixabay.com/en/place-name-sign-thing-experience-1647341/
  5. https://support.blippar.com/hc/en-us/articles/208577187-Choosing-a-Marker