Abstract
This essay synthesizes the perspectives of eleven participants in a colloquium that brought together experts in medieval language and culture, second-language acquisition, and video game production to assess the use of three-dimensional (3D) immersive environments for learning about inaccessible or lost cultures. We suggest that technology offers a unique method for experiencing the past; and when harnessed effectively, immersive environments can increase empathy and learning while appealing to a new generation of students.
| Original language | English |
|---|---|
| Pages (from-to) | 86-104 |
| Number of pages | 19 |
| Journal | Digital Philology: Journal of Medieval Cultures |
| Volume | 8 |
| Issue number | 1 |
| DOIs | |
| State | Published - Mar 2019 |
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