The impact of high-immersion virtual reality and interactivity on vocabulary learning

IF 8.1 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH
Regina Kaplan-Rakowski, Tricia Thrasher
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引用次数: 0

Abstract

Virtual reality (VR) has been gaining prominence in education, with its interactive capabilities continually expanding. This quantitative study (N = 91) tested the educational effectiveness of high-immersion VR (HiVR) versus low-immersion VR (LiVR) and the impact of interactivity on vocabulary learning. The between-subjects portion of this study compared foreign language vocabulary learning using HiVR headsets and traditional laptops (LiVR). Multivariate analyses of covariance revealed that although the vocabulary scores of learners using HiVR were higher than the scores of learners using LiVR, the difference was not statistically significant. The within-subjects portion of this study tested the impact of the interaction with virtual objects representing the target vocabulary. Although students reported enjoying the interactive aspects of the experience, the interactivity did not significantly impact learning outcomes in either HiVR or LiVR. These findings have practical and theoretical implications about how different degrees of immersion and interactivity influence vocabulary learning and retention. The study is relevant for scholars and language teachers, as well as curriculum and VR application designers.

Practitioner notes

What is already known about this topic?

  • High-immersion virtual reality (HiVR) offers contextualized vocabulary learning through interacting with objects.
  • Vocabulary is essential for language learning.
  • Research on interaction with virtual objects has received little attention.

What this paper adds?

  • It investigates the impact of VR on vocabulary learning.
  • It explores the effect of object interactivity on vocabulary learning.
  • It shows that VR improves vocabulary learning and retention regardless of object interaction.

Implications for practice and/or policy

  • Our main implication is that VR can be beneficial for vocabulary retention.
  • Students using HiVR and low-immersion VR (LiVR) make comparable learning gains.
  • Practitioners should create VR activities that capitalize on the immersive features of the technology while keeping cognitive demands manageable.

Abstract Image

高沉浸式虚拟现实与互动性对词汇学习的影响
虚拟现实(VR)在教育领域的应用日益突出,其交互能力不断增强。本定量研究(N = 91)检验了高沉浸度VR (HiVR)与低沉浸度VR (LiVR)的教育效果,以及互动性对词汇学习的影响。本研究的受试者之间部分比较了使用hiv耳机和传统笔记本电脑(LiVR)学习外语词汇的情况。多变量协方差分析显示,虽然使用HiVR的学习者词汇得分高于使用LiVR的学习者,但差异无统计学意义。本研究的主题内部分测试了与代表目标词汇的虚拟对象互动的影响。尽管学生们报告说他们喜欢体验的互动方面,但互动性对hiv或LiVR的学习结果没有显著影响。这些发现对不同程度的沉浸和互动如何影响词汇学习和记忆具有实践和理论意义。该研究对学者和语言教师,以及课程和VR应用设计者都有重要意义。关于这个主题我们已经知道了什么?高沉浸式虚拟现实(HiVR)通过与对象的交互提供情境化词汇学习。词汇对语言学习至关重要。与虚拟对象交互的研究很少受到关注。这篇文章补充了什么?研究虚拟现实对词汇学习的影响。探讨对象互动性对词汇学习的影响。研究表明,虚拟现实可以提高词汇的学习和记忆,而不受物体交互的影响。对实践和/或政策的启示我们的主要启示是虚拟现实可以有利于词汇记忆。使用hiv和低浸入式VR (LiVR)的学生取得了相当的学习成果。从业者应该创建VR活动,利用该技术的沉浸式特性,同时保持认知需求可控。
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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来源期刊
British Journal of Educational Technology
British Journal of Educational Technology EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
15.60
自引率
4.50%
发文量
111
期刊介绍: BJET is a primary source for academics and professionals in the fields of digital educational and training technology throughout the world. The Journal is published by Wiley on behalf of The British Educational Research Association (BERA). It publishes theoretical perspectives, methodological developments and high quality empirical research that demonstrate whether and how applications of instructional/educational technology systems, networks, tools and resources lead to improvements in formal and non-formal education at all levels, from early years through to higher, technical and vocational education, professional development and corporate training.
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