requires learners to pronounce clearly and correctly
without affecting communication. However, in the
Intermediate and Advanced levels, especially the
latter, the more proper and authentic the player's
pronunciation is, the higher the score of
pronunciation the learner will get. Interest and
motivation matter in learning so it is of great
importance not to affect it by high standards from
the beginning (Harlen & Crick, 2003).
Besides, all learners and their scores in the
system are synchronized, and each learner can also
see the accumulated scores and learning results of
their peer learners. This system creates a virtual
environment for multiple learners where they can
communicate in real time through speech, text and
body movements. Learners can also talk, share
information, watch videos and so on at the same
time, which will improve the interaction between
them.
3 CONCLUSIONS
To sum up, VR games are highly compatible with
oral English teaching. VR games can have
corresponding solutions regarding language
environment, fun, and graded training required for
spoken English. The creativity and authenticity of
VR games allow users to have a language
environment outside of Chinese. By employing
native speakers with American and British accents to
participate in character dubbing, users can get a
standard language environment in VR games.
Having native Speakers participate in the character's
speaking design also makes the speaking in the
game more relevant to life. In terms of attracting
users' interest, the virtual guide characters that can
be designed by themselves, the exciting story of the
game, and the favorability system of the virtual
characters not only open a variety of game
experience modes for users, but also stimulate the
impetus of users to continue to play the game.
Personalized graded training is very carefully
designed. Depending on how the user responds to
different levels of the game, the system will
recognize whether the user's accent is accurate or
not. According to the user's expression score in the
aspect of accent, the oral language level of the user
is graded. After the user reaches a certain level of
spoken English, the user can also open the
communication and interaction of the natural
person's virtual character. Integrating innovation into
education is a core concept of this project. This
project is also based on our team's observation of the
shortcomings of current English education. As a new
technology, VR will be integrated into people's lives
with continuous development and research.
Moreover, there are some limitations of this
study. This article summarizes the author's analysis
of the literature to propose a new way of learning
spoken English and is not equipped to conduct
experiments to prove how feasible the new ideas are.
Although all the evidence and methods are
objective, few conclusions are based on subjective
deduction. Future studies are suggested to carry out
pilot tests to verify the validity of this idea. Hoping
that the design of this project can be enlightening to
the current oral English education so that more
people can have a better way of learning oral
English.
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