The advent of new mobile and digital technologies over the last few years has considerably changed the experience of learning processes in language education. Game-based language learning, which is combined with such technologies, attracts increasing attention. This study aims to explore the effects of using a 3D immersive virtual reality game, Trace Effects, on college English language learners’ development of intercultural competence. Trace Effects is an educational game developed by the Bureau of Educational and Cultural Affairs in the U.S. in order to help English language learners learn about English and U.S. culture. During one semester, a total of twenty-one Korean university students participated in this study through engaging in an immersive simulated reality game which has resourceful contents about American culture and people. Pre- and post-surveys and a qualitative semi-structured interview were employed to assess learners’ learning experiences and development. The findings revealed that the learners demonstrated the abilities of the components of intercultural competence analyzed by Byram’s (2000) assessment criteria. This study suggests that utilizing a game that offers immersive cultural experiences in a 3D virtual world is a new, effective way to promote intercultural competence in the EFL classroom.
I. 머리말
II. 문헌연구
III. 연구 방법
IV. 연구 결과 및 논의
V. 결론 및 제언ㅍ