Genre-based L2 research writing SLA-CALL interfaces for prototyping an interactive virtual reality environment
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2023-12-11
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Taylor and Francis
Abstract
This chapter proposes the use of virtual reality (VR) as a cutting-edge solution for enhancing second language (L2) research writing competence. While many digital technologies exist for academic writing, few have been designed for research-related writing genres, and fewer account for second language acquisition (SLA) theory. VR, with its qualities of immersion, interaction, and imagination, is uniquely suited for operationalizing socio-cognitive tenets that develop research writing competence. To address this gap, this chapter proposes creating a VR environment (VRE) for simulated academic discourse communities in which L2 writers could ‘enter’ and participate. The proposed VRE will simulate activities and tasks characteristic of the writer’s discourse community and provide immersive and interactive learning experiences. This chapter provides detailed theoretical, conceptual, and operational rationales for the design of the features and affordances of VR for research writing. This chapter concludes by laying out research directions, which could contribute to devising a research agenda for SLA-directed computer assisted language learning (CALL) research utilizing emerging genre-based VR technology.
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Book chapter
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This is a manuscript of a book chapter published as Tan, A., Cotos, E., & Dorneich, M.C. (2023). "Genre-Based L2 Research Writing: SLA-CALL interfaces for designing Interactive Virtual Reality Environments," Chapter 2, Frontiers in Computer Assisted Language Learning (M. Peterson & N. Jabbari). London: Routledge. pp. 7-25, http://dx.doi.org/10.4324/9781003395218. Posted with Permission.