TEACHING ITALIAN THROUGH VIRTUAL REALITY AND DIGITAL GAMES: FROM PREPARING BUCATINI TO SHOPPING AT THE PRATI MARKET.

In this piece, we present theoretical and practical information used to incorporate Virtual Reality technology into the Italian curriculum at the University of Arkansas. We briefly discuss the "how" and "why" of Virtual Reality (VR) in the Italian program, demonstrating how VR permeates the language...

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Published in:Annali d'Italianistica Vol. 43; pp. 461 - 494
Main Authors: CALABRETTA-SAJDER, RYAN, DEVICH, CLAUDIA
Format: Article
Published: Annali d'Italianistica, Inc. 2025
Subjects:
Online Access:View this record in EBSCOhost
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          CALABRETTA-SAJDER, RYAN
          DEVICH, CLAUDIA
        affil: University of Arkansas
      su:
        Virtual reality
        Second language acquisition
        Cultural relations
        Italian language
        University of Arkansas (System)
        Video games
        Contextual learning
        Academic motivation
        Social processes
      sug:
        subj:
          Virtual reality
          Second language acquisition
          Cultural relations
          Italian language
          University of Arkansas (System)
          Video games
          Contextual learning
          Academic motivation
          Social processes
      keyword:
        game-based learning
        Italian grammar
        Italian vocabulary
        Scholarship of Teaching and Learning (SoTL)
        task-based learning
        Virtual Reality
      ab: In this piece, we present theoretical and practical information used to incorporate Virtual Reality technology into the Italian curriculum at the University of Arkansas. We briefly discuss the "how" and "why" of Virtual Reality (VR) in the Italian program, demonstrating how VR permeates the language curriculum through a series of connected, task-based learning modules that incorporate authentic materials (places, spaces, language, and culture). We also analyze its successful integration, utilizing linguistic and cultural evidence (quantitative results), and explore the effect on students' learning and motivation (qualitative results). This contribution concludes with advice on how to adopt VR in a language curriculum. In addition, the advantages and disadvantages, including challenges concerning the adoption of VR will also be addressed. We will also share how VR can be used to address diversity, equity, and inclusion goals. In the end, student pre- and post-surveys and future directions for the project will be highlighted. We conclude that students learn as much, if not more, through the Virtual Reality setting and, afterwards, are also highly motivated to continue studying Italian on-campus and abroad.
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    language: English
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