“Whoa! Incredible!:” Language Learning Experiences in Virtual Reality

IF 3.6 2区 文学 Q1 LINGUISTICS
M. Dooly, Tricia Thrasher, Randall W. Sadler
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引用次数: 3

Abstract

Recently, immersive virtual reality (VR) environments for language learning have garnered interest from researchers and practitioners alike, based on their realistic imitations of environments where target languages might be used for “authentic-like” interactions (with other learners, bots and avatars). However, the majority of research thus far has focused on university-level students’ perceptions of VR and there is a critical need for research examining how these environments can be used effectively with kindergarten to grade 12 students. This article discusses a pilot study that aims to fill this gap in research through a three-month-long VR study conducted with 10- to 11-year-old students in Spain (n = 24) studying English as a foreign language (EFL). VR lessons were taught using the VR language learning platform Immerse and Oculus Quest 2 VR headsets. The data corpora consist of recordings of the VR activities, comparable non-VR classroom activities and teacher-directed student output (pre-VR and post-VR activities focused on the target language). Fragments of interactions during activities in both VR and the classroom were selected and transcribed. The Common European Framework of Reference for Languages: Learning, Teaching, Assessment Companion Volume (CEFR-CV) illustrative descriptors were then used to map the participants’ language performance to the CEFR-CV scales. Findings indicate that production of the target language is less controlled and less accurate in VR compared to face-to-face “traditional” oral activities in the classroom. However, there are more examples of spontaneous language use, more examples of mediation between the learners and even moments of higher than expected levels of production and comprehension, equivalent to English language level B1 descriptors in VR.
“哇!难以置信!:《虚拟现实中的语言学习体验》
最近,用于语言学习的沉浸式虚拟现实(VR)环境引起了研究人员和实践者的兴趣,基于它们对目标语言可能用于“真实”交互(与其他学习者,机器人和化身)的环境的逼真模仿。然而,到目前为止,大多数研究都集中在大学水平的学生对VR的看法上,迫切需要研究如何将这些环境有效地用于幼儿园到12年级的学生。本文讨论了一项试点研究,旨在通过对西班牙10至11岁的英语作为外语(EFL)学生(n = 24)进行为期三个月的VR研究来填补这一研究空白。VR课程使用VR语言学习平台immersion和Oculus Quest 2 VR头显进行授课。数据语料库包括虚拟现实活动的记录、可比较的非虚拟现实课堂活动和教师指导的学生输出(以目标语言为重点的虚拟现实前和虚拟现实后活动)。在虚拟现实和课堂活动期间的互动片段被选择并转录。然后使用欧洲语言共同参考框架:学习,教学,评估配套卷(CEFR-CV)说明性描述符将参与者的语言表现映射到CEFR-CV量表。研究结果表明,与课堂上面对面的“传统”口语活动相比,在VR中目标语言的产生更不受控制,也更不准确。然而,有更多的自发语言使用的例子,更多的学习者之间的调解,甚至是高于预期的生产和理解水平的时刻,相当于VR中的英语语言水平B1描述符。
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来源期刊
Relc Journal
Relc Journal LINGUISTICS-
CiteScore
8.10
自引率
10.00%
发文量
64
期刊介绍: The RELC Journal is a fully peer-reviewed international journal that publishes original research and review articles on language education. The aim of this Journal is to present information and ideas on theories, research, methods and materials related to language learning and teaching. Within this framework the Journal welcomes contributions in such areas of current enquiry as first and second language learning and teaching, language and culture, discourse analysis, language planning, language testing, multilingual education, stylistics, translation and information technology. The RELC Journal, therefore, is concerned with linguistics applied to education and contributions that have in mind the common professional concerns of both the practitioner and the researcher.
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