Опубликована: Янв. 1, 2024
Язык: Английский
Опубликована: Янв. 1, 2024
Язык: Английский
Heliyon, Год журнала: 2024, Номер 10(3), С. e24863 - e24863
Опубликована: Янв. 21, 2024
This study aimed to explore the applicability of VR-based language learning in an EFL context. An online survey was conducted understand structural relationship between learners' cognitive absorption, behavioral intention use VR for English learning, and perceptions regarding sense immersion created by VR. The hedonic motivation system adoption model (HMSAM) adopted, 230 valid responses were retrieved statistical analyses. results showed that most constructs HMSAM, namely, perceived ease use, usefulness, curiosity, joy, control, immersion, significantly associated with other constructs. VR's had a positive significant influence on learners engage learning. It revealed curiosity not predictor immersion. Moreover, within-subject neurophysiological experiment 33 who experienced both non-VR-based settings examine technologies their absorption outcomes. Results demonstrated did increase participants' absorption; furthermore, participants better retention about learned contents setting. findings have practical theoretical implications based experiment.
Язык: Английский
Процитировано
9International Journal of Technology in Education, Год журнала: 2024, Номер 7(2), С. 239 - 258
Опубликована: Март 30, 2024
Virtual Reality (VR) as an interactive, illustrative, and immersive learning environment has ample opportunities for the development of language skills. Despite a growing literature on VR-assisted learning, benefit VR L2 listening is in need further investigation. To fill this lacuna, current study surveyed impact using 360° monoscopic videos pre-listening tasks learners’ comprehension. Sixty English foreign (EFL) learners participated control experimental groups. Their entry level comprehension was evaluated by B1 Preliminary paper before study. Listening taught to both groups comprehension-based model consisting pre-during-post cycle. The activities group included watching working related topics parts textbook. phase warmup Both groups’ again at end quantitative data analysis revealed significant difference between participants’ favor those who had worked with video tasks. Also, larger effect sizes Parts 3 4 test that focused understanding monologues were evident. members asked express their perceptions experience instruction taking part structured interview. results showed almost all participants found be inspiring pedagogically valuable.
Язык: Английский
Процитировано
5International Journal of STEM Education, Год журнала: 2024, Номер 11(1)
Опубликована: Июнь 18, 2024
Abstract Virtual reality (VR) has emerged as a promising tool for enhancing practical skills of students in science and engineering education. However, the effectiveness VR this context remains unclear due to inconsistent findings across studies. This meta-analysis aimed synthesize existing literature investigate overall impact on among students. A comprehensive search was conducted, yielding 37 empirical studies published between 2000 2022 that met inclusion criteria. The analysis included 72 effect sizes, random-effects model employed account heterogeneity results revealed significant moderate positive ( g = 0.477). Moderator analyses indicated disciplinary category significantly influenced size, with medical demonstrating largest improvement skills. Additionally, using practice approach combining traditional methods yielded highest size instructional approaches. study also considered potential reasons behind observed acknowledged certain constraints. it proposed avenues further inquiry advance understanding subject matter.
Язык: Английский
Процитировано
5Information and Learning Sciences, Год журнала: 2025, Номер unknown
Опубликована: Фев. 4, 2025
Purpose Intercultural communicative competence (ICC) is important when different cultural speakers learn Mandarin as a Foreign Language (MFL). The use of virtual reality (VR) has been shown to be effective for improving ICC. Hence, this study investigates production-based instructional strategy where students VR view and create environments with elements learning MFL determine if was the current cohort (2023). In addition, it would investigated whether there difference in ICC between 2019 2023 cohort. Design/methodology/approach employed quasi-experimental method assess using Survey student’s Competence (SSIC) gauged improvement within Next, cohorts compared significant difference. Data analysed paired-samples t-tests thematic analysis open-ended responses. Findings There after intervention cohort, which supported response. However, t-test results indicated no cohorts. seemed more motivated, confident eager continue VR. findings indicate that combined an appropriate pedagogy could improve Originality/value used other languages possibly linguistic communication skills.
Язык: Английский
Процитировано
0TechTrends, Год журнала: 2025, Номер unknown
Опубликована: Фев. 4, 2025
Язык: Английский
Процитировано
0Frontiers in Computer Science, Год журнала: 2025, Номер 7
Опубликована: Март 3, 2025
Introduction Reviving Kusunda is a project that explores the utility of immersive storytelling for revitalisation an endangered indigenous culture and language in Nepal called Kusunda. As part this project, we compared impact virtual reality (VR) experience (entitled Kusunda: Speak to Awaken ) 2D companion film on audience engagement emotional connections with personal stories portrayed both formats. Methods Data were collected through three focus groups conducted United Kingdom ( n = 15) 15), as well completion quantitative surveys by participants preceded screenings formats N 100). Results The qualitative results indicated importance integrating VR maximize engagement. Specifically, while viewing group appeared promote identity wider access, format was considered more effective immersing oneself within environment developing connection, building understanding how members community live. Similarly, showed found be highly informative terms knowledge gain, although than entertainment enjoyment, Discussion Overall, these suggest using multi-pronged approach leverages benefits can attempts preserve languages heritage.
Язык: Английский
Процитировано
0Springer eBooks, Год журнала: 2025, Номер unknown, С. 151 - 167
Опубликована: Янв. 1, 2025
Процитировано
0RIED Revista Iberoamericana de Educación a Distancia, Год журнала: 2023, Номер 27(1), С. 163 - 185
Опубликована: Окт. 12, 2023
Los avances tecnológicos de las últimas décadas y su creciente accesibilidad, suponen para los docentes un reto permanente. El presente trabajo se basa en nuestra propia experiencia con el uso herramientas digitales la enseñanza idiomas, concretamente alemán como lengua extranjera. Se muestra cómo hemos respondido a tendencias últimos años ámbito educativo, incorporando progresivamente recursos facilitar nuestros estudiantes adquisición conocimientos destrezas lingüísticas. Integrar estos recursos, sin tener programación constante apoyo personal informático, nos ha llevado explorar usar desarrollo, convirtiéndonos usuarios tecnologías desarrolladores nuestras propias apps Realidad Virtual (RV) Aumentada (RA). En este contexto, presenta caso estudio cabo 72 universitarios, que analiza compara potencial educativo motivador dos creadas recientemente por autores artículo CoSpaces ARTutor. Como instrumento investigación utilizó cuestionario basado Technology Acceptance Model Davis (1989), realizando SPSS V27 análisis estadístico información obtenida. resultados manifiestan idoneidad enorme desarrolladas, no existiendo entre ellas diferencias significativas respecto utilidad o al (Test Wilcoxon). prolongado estas permitirá analizar impacto frente otros diseñar posibles mejoras.
Процитировано
9Education and Information Technologies, Год журнала: 2023, Номер 29(7), С. 8035 - 8056
Опубликована: Авг. 21, 2023
Язык: Английский
Процитировано
8Опубликована: Янв. 1, 2024
This chapter explores the impact of virtual reality (VR) and augmented (AR) in inclusive education for students with disabilities. VR immerses users a computer-generated environment, while AR overlays digital content onto real world. These technologies offer enhanced learning experiences, personalized adaptive learning, improved accessibility simulations laboratories provide safe environments practice skill development. They also facilitate communication social skills through avatars simulations. Additionally, these transform educational materials into interactive accessible formats, making more engaging comprehensible. However, challenges such as cost, infrastructure, design guidelines, ethical considerations need to be addressed successful implementation. Collaboration between educators, developers, experts is crucial ensure universally experiences. Overall, have potential revolutionize by providing immersive
Язык: Английский
Процитировано
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