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  • Defining Relative Clause: Exploring Virtual Reality and Its Multifaceted Applications (Review)

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    • Relative clause
    • Defining relative clause

    Relative clause Defining relative clause

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    Review the passage "Exploring Virtual Reality and Its Multifaceted Applications". Do questions to review the vocabulary in that passage as well as how to use a defining relative clause with the relative pronoun omitted.

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Exploring Virtual Reality and Its Multifaceted Applications

Paragraph 1 Listen

[vocab word=virtual reality]Virtual Reality[/vocab] (VR), which is a [vocab word=simulation]simulation[/vocab] of a 3D world, is changing the way that we [vocab word=interact]interact[/vocab] with technology. VR has many [vocab word=application]applications[/vocab] across many [vocab word=field]fields[/vocab] including education, gaming, and medicine.

Paragraph 2 Listen

In the field of education, VR is a [vocab word=powerful]powerful[/vocab] tool that improves learning and teaching. It captures students' [vocab word=interest]interest[/vocab] in a way that books and videos cannot do. For example, VR can transport students to different historical periods which the students can freely explore. This makes learning history more [vocab word=enjoyable]enjoyable[/vocab] and memorable. In science lessons, VR can create simulations of complex processes, like the human [vocab word=digestive]digestive[/vocab] [vocab word=system]system[/vocab]. These VR experiences can help students understand complex concepts that students usually have trouble on.

Paragraph 3 Listen

VR has many uses in the gaming industry as well. Games that use VR create interactive, [vocab word=engaging]engaging[/vocab] environments that give players a more [vocab word=realistic]realistic[/vocab] experience. For example, in the game "Beat Saber", players use [vocab word=virtual]virtual[/vocab] lightsabers to cut through music notes. The thrill and [vocab word=excitement]excitement[/vocab] for the players are [vocab word=elevate]elevated[/vocab] by the feeling of being inside the game; it's a feeling only VR can provide.

Paragraph 4 Listen

Medicine is another field that benefited from the use of VR. VR simulations are being used for training [vocab word=surgeon]surgeons[/vocab], a practice that increases their [vocab word=precision]precision[/vocab] and reduces errors. Another use case is for therapy. People who suffer from anxiety or [vocab word=phobia]phobias[/vocab] can use VR technology to [vocab word=confront]confront[/vocab] and overcome their fears in a safe environment.

Paragraph 5 Listen

Even though VR technology is already making [vocab word=progress]progress[/vocab] in various sectors, there are still many more [vocab word=potential]potential[/vocab] uses for it. One potential application could be in the field of [vocab word=architecture]architecture[/vocab] and design. [vocab word=architect]Architects[/vocab] could use VR to create virtual [vocab word=walkthrough]walkthroughs[/vocab] of their designs that their clients can see. This helps the clients understand complex [vocab word=blueprint]blueprints[/vocab].

Paragraph 6 Listen

In [vocab word=retail]retail[/vocab], VR could become a [vocab word=helpful]helpful[/vocab] tool for customers who prefer online shopping. Through VR, customers can have a "virtual [vocab word=trial]trial[/vocab]" of clothing or various products they are interested in. This approach can potentially reduce the [vocab word=uncertainty]uncertainty[/vocab] which is common in online purchases.

Paragraph 7 Listen

VR is already being used in industries [vocab word=such as]such as[/vocab] education, gaming, and medicine. Furthermore, VR may have interesting potential future uses. As technology continues to [vocab word=advance]advance[/vocab], we can expect VR to become more important in our daily lives, making our interactions with the virtual world more real.

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Exploring Virtual Reality and Its Multifaceted Applications

Paragraph 1 Listen

[vocab word=virtual reality]Virtual Reality[/vocab] (VR), which is a [vocab word=simulation]simulation[/vocab] of a 3D world, is changing the way that we [vocab word=interact]interact[/vocab] with technology. VR has many [vocab word=application]applications[/vocab] across many [vocab word=field]fields[/vocab] including education, gaming, and medicine.

Paragraph 2 Listen

In the field of education, VR is a [vocab word=powerful]powerful[/vocab] tool that improves learning and teaching. It captures students' [vocab word=interest]interest[/vocab] in a way that books and videos cannot do. For example, VR can transport students to different historical periods which the students can freely explore. This makes learning history more [vocab word=enjoyable]enjoyable[/vocab] and memorable. In science lessons, VR can create simulations of complex processes, like the human [vocab word=digestive]digestive[/vocab] [vocab word=system]system[/vocab]. These VR experiences can help students understand complex concepts that students usually have trouble on.

Paragraph 3 Listen

VR has many uses in the gaming industry as well. Games that use VR create interactive, [vocab word=engaging]engaging[/vocab] environments that give players a more [vocab word=realistic]realistic[/vocab] experience. For example, in the game "Beat Saber", players use [vocab word=virtual]virtual[/vocab] lightsabers to cut through music notes. The thrill and [vocab word=excitement]excitement[/vocab] for the players are [vocab word=elevate]elevated[/vocab] by the feeling of being inside the game; it's a feeling only VR can provide.

Paragraph 4 Listen

Medicine is another field that benefited from the use of VR. VR simulations are being used for training [vocab word=surgeon]surgeons[/vocab], a practice that increases their [vocab word=precision]precision[/vocab] and reduces errors. Another use case is for therapy. People who suffer from anxiety or [vocab word=phobia]phobias[/vocab] can use VR technology to [vocab word=confront]confront[/vocab] and overcome their fears in a safe environment.

Paragraph 5 Listen

Even though VR technology is already making [vocab word=progress]progress[/vocab] in various sectors, there are still many more [vocab word=potential]potential[/vocab] uses for it. One potential application could be in the field of [vocab word=architecture]architecture[/vocab] and design. [vocab word=architect]Architects[/vocab] could use VR to create virtual [vocab word=walkthrough]walkthroughs[/vocab] of their designs that their clients can see. This helps the clients understand complex [vocab word=blueprint]blueprints[/vocab].

Paragraph 6 Listen

In [vocab word=retail]retail[/vocab], VR could become a [vocab word=helpful]helpful[/vocab] tool for customers who prefer online shopping. Through VR, customers can have a "virtual [vocab word=trial]trial[/vocab]" of clothing or various products they are interested in. This approach can potentially reduce the [vocab word=uncertainty]uncertainty[/vocab] which is common in online purchases.

Paragraph 7 Listen

VR is already being used in industries [vocab word=such as]such as[/vocab] education, gaming, and medicine. Furthermore, VR may have interesting potential future uses. As technology continues to [vocab word=advance]advance[/vocab], we can expect VR to become more important in our daily lives, making our interactions with the virtual world more real.

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