Need
How might accessible consumer VR support creative, communicative language practice rather than function only as novelty or simulation?

Working with Google Cardboard headsets and the Cardboard Camera app, students created virtual reality panoramas of their Spring Break activities! The classroom experiment used accessible consumer technology to support creative, communicative practice in beginning French. It later became the basis for a technology-integration report, a webinar for educators, and further research into immersive language learning.
At a glance
How might accessible consumer VR support creative, communicative language practice rather than function only as novelty or simulation?
French learners used Cardboard Camera and Google Cardboard to capture, share, and describe immersive images from spring break.
The classroom implementation led to a documented technology-integration report, a webinar, and practical guidance for other educators.
This experiment became a foundation for my later thesis research, immersive course design, and broader approach to evaluating emerging technology.
Methods & tools: Cardboard Camera · Google Cardboard · Classroom research · Faculty development