Does gamification in virtual reality improve second language learning?

R. Pinto, Pedro Monteiro, Miguel Melo, Luciana Cabral, M. Bessa
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Abstract

Previous works have shown the great potential of Virtual Reality (VR) in the area of Education. This paper studies if users can learn a second language when using a gamified VR application through an English learning test and how learning influences user satisfaction, sense of presence, cybersickness, and quality of experience through questionnaires. For this purpose, the VirtualeaRn game was developed. 20 Portuguese participants were exposed to the application, and the learning test was used before and after using the application. Result analysis shows an increase in learning results after using the VR gamified application, indicating the technology's efficacy in learning a second language. A positive user satisfaction, sense of presence, and quality of experience were also found. Some cases of cybersickness were reported. The outcomes are promising and provide enough information to show the potential of the gamification of VR technology for the area of learning a second language.
虚拟现实中的游戏化能促进第二语言学习吗?
以前的工作已经显示了虚拟现实(VR)在教育领域的巨大潜力。本文通过英语学习测试来研究用户在使用游戏化VR应用程序时是否可以学习第二语言,以及学习如何影响用户满意度、存在感、晕动感和体验质量。为此,开发了VirtualeaRn游戏。20名葡萄牙参与者接触了该应用程序,并在使用该应用程序之前和之后进行了学习测试。结果分析显示,使用VR游戏化应用程序后,学习成绩有所提高,表明该技术在学习第二语言方面的功效。积极的用户满意度,存在感和体验质量也被发现。报告了一些晕屏病例。结果很有希望,并提供了足够的信息来显示VR技术游戏化在学习第二语言领域的潜力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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