The impact of a virtual reality app on adolescent EFL learners' vocabulary learning

VR technology allows learners to access simulated, immersive and interactive virtual environments to perform authentic learning activities. In particular, VR has emerged as a valuable tool for L2 learning. However, VR research has tended to pay more attention to desktop-based VR than to VR via mobil...

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Published inComputer assisted language learning Vol. 35; no. 4; pp. 892 - 917
Main Authors Tai, Tzu-Yu, Chen, Howard Hao-Jan, Todd, Graeme
Format Journal Article
LanguageEnglish
Published Oxford Routledge 04.05.2022
Taylor & Francis Ltd
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Abstract VR technology allows learners to access simulated, immersive and interactive virtual environments to perform authentic learning activities. In particular, VR has emerged as a valuable tool for L2 learning. However, VR research has tended to pay more attention to desktop-based VR than to VR via mobile-rendered HMDs, leaving the potentials of VR through mobile-rendered HMDs yet to be investigated. Therefore, this study fills the gap by using a commercial VR app to examine the effect of VR via mobile-rendered HMDs on EFL learners' vocabulary learning. Forty-nine seventh graders in Taiwan were recruited from two intact classes and assigned to either an experimental (VR players) or control (video watchers) group. The VR players interacted with Mondly VR app using mobile-rendered HMDs and took part in conversations with virtual characters. The video watchers watched the walkthrough video signal of the VR player's app via a personal computer. Vocabulary tests, a perception questionnaire, and interviews were used to evaluate the participants' vocabulary learning. The results showed that the VR players' vocabulary learning and retention was significantly higher than the video watchers'. The majority of the VR players felt that VR-mediated vocabulary learning was motivating and beneficial. The VR app contextualized vocabulary learning by providing virtual environments with multimodal support and enhanced learner engagement through real-time interactivity and feedback. The video watchers' feedback revealed mixed feelings. Some felt that the walkthrough video facilitated vocabulary learning by providing word meaning and use in context. Others reported it lacked interactivity and their attention was easily distracted.
AbstractList VR technology allows learners to access simulated, immersive and interactive virtual environments to perform authentic learning activities. In particular, VR has emerged as a valuable tool for L2 learning. However, VR research has tended to pay more attention to desktop-based VR than to VR via mobile-rendered HMDs, leaving the potentials of VR through mobile-rendered HMDs yet to be investigated. Therefore, this study fills the gap by using a commercial VR app to examine the effect of VR via mobile-rendered HMDs on EFL learners' vocabulary learning. Forty-nine seventh graders in Taiwan were recruited from two intact classes and assigned to either an experimental (VR players) or control (video watchers) group. The VR players interacted with Mondly VR app using mobile-rendered HMDs and took part in conversations with virtual characters. The video watchers watched the walkthrough video signal of the VR player's app via a personal computer. Vocabulary tests, a perception questionnaire, and interviews were used to evaluate the participants' vocabulary learning. The results showed that the VR players' vocabulary learning and retention was significantly higher than the video watchers'. The majority of the VR players felt that VR-mediated vocabulary learning was motivating and beneficial. The VR app contextualized vocabulary learning by providing virtual environments with multimodal support and enhanced learner engagement through real-time interactivity and feedback. The video watchers' feedback revealed mixed feelings. Some felt that the walkthrough video facilitated vocabulary learning by providing word meaning and use in context. Others reported it lacked interactivity and their attention was easily distracted.
Audience Junior High Schools
Middle Schools
Grade 7
Elementary Education
Secondary Education
Author Todd, Graeme
Tai, Tzu-Yu
Chen, Howard Hao-Jan
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  organization: Department of English, Taipei Municipal HongDao Junior High School
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  organization: Department of English, National Taiwan Normal University
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  givenname: Graeme
  surname: Todd
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  organization: Department of English, National Taiwan Normal University
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Snippet VR technology allows learners to access simulated, immersive and interactive virtual environments to perform authentic learning activities. In particular, VR...
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SubjectTerms App
Applications programs
Attention
Authentic Learning
Computer assisted language learning
Computer Oriented Programs
Computer Simulation
Early Adolescents
Educational activities
Educational Technology
EFL vocabulary learning
English (Second Language)
English as a second language learning
English as a second language tests
Feedback
Foreign Countries
Grade 7
Handheld Devices
Junior High School Students
Learner Engagement
Learning
Middle school students
mobile-rendered HMD
Motivation
Personal computers
Players
Program Effectiveness
Second Language Learning
Second language vocabulary learning
Secondary school students
Student Attitudes
Telecommunications
Video signals
Video Technology
Virtual environments
Virtual reality
Vocabulary Development
Word meaning
Title The impact of a virtual reality app on adolescent EFL learners' vocabulary learning
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