Ryan Calabretta-Sajder and Claudia Devich – Teaching Italian through Virtual Reality and Digital Games: From Preparing Bucatini to Shopping at the Prati Market

DOI10.65266/TGDZ4172

Full-text access available through the Modern Language Association (MLA) International Bibliography: https://about.ebsco.com/products/research-databases/mla-international-bibliography-full-text

Bibliographical Information: Calabretta-Sajder, Ryan and Claudia Devich. “Teaching Italian through Virtual Reality and Digital Games: From Preparing Bucatini to Shopping at the Prati Market.” Annali d’italianistica 43 (2025): 461-93.

Abstract: 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.

Key Words: task-based learning, game-based learning, Virtual Reality, Italian vocabulary, Italian grammar, Scholarship of Teaching and Learning (SoTL).