
Translation \& Interpreting (T\&I) have only recently recognised the potential uses of simulated learning on market- and emotional-readiness of students. Educational simulation games have been found to contribute to increased performance and the motivation to learn. Utilizing games as a pedagogical instrument may not be novel, but the incorporation of gamification within the strategies of teaching and lesson planning is an innovative endeavour. There are research gaps that underline the need for a practice-based approach that supersedes the use of existing technology with specialist T\&I-centred technology. With that in mind, this chapter presents a study that introduces Project "[Al]phra", simulation software aiming to establish an interdisciplinary approach to interpreter education and training using gamification. The main goal is to develop skills before and after entering the professional market and to obtain a better understanding of the cognitive and emotional processes that take place during interpreting, especially in demanding contexts. [Al]phra consists of a virtual reality environment, simulating various scenarios where interpreters can practice in different settings and envisions an online platform, fostering connectivity and facilitating resource sharing including videos, articles and other interpreting-related materials.
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