Virtual learning environments for culture and intercultural competence

Amy Ogan, H. Chad Lane

Research output: Chapter in Book/Report/Conference proceedingChapter

Abstract

The authors review six virtual learning environments built to support the acquisition of cultural knowledge and communication skills: ATL, BiLAT, Croquelandia, Second China, TLCTS, and VECTOR. Each leverages modern 3D video game engine technology which allows high-fidelity simulation of new cultural settings, including representations of buildings, streets, art work, dress, voice, gestures, and more. To bring more realism to simulated cultural interactions, several of the systems are driven by artificial intelligence (AI) models of culture, communication, and emotion. Additionally, several rely on narrative-based techniques to place the target culture in context and enhance motivation of those using the systems. The authors conclude with a discussion of the reviewed environments and identify potential research directions that focus on (1) intercultural competence skills, (2) learner assessment, and (3) cultural model building and validation.

Original languageEnglish (US)
Title of host publicationHandbook of Research on Culturally-Aware Information Technology
Subtitle of host publicationPerspectives and Models
PublisherIGI Global
Pages501-519
Number of pages19
ISBN (Print)9781615208838
DOIs
StatePublished - 2010
Externally publishedYes

ASJC Scopus subject areas

  • Social Sciences(all)

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