Application of VR Technology in Middle School Students’ English Speaking
DOI:
https://doi.org/10.54097/ehss.v9i.6408Keywords:
Virtual Reality, English speaking, Middle school students, Immersive environment.Abstract
With the continuous deepening of education informatization reform, digital learning has gradually become an important part of education. Among them, the virtual learning environment is created through Virtual Reality (VR) technology, and the abstract learning content is embodied in the virtual environment in combination with the game teaching method of educational games. This not only reduces the requirements for learners’ transfer ability but also can be better applied to English teaching. Based on the characteristics of VR, the author designed a VR education application for middle school students. There are five parts to this article; the first part introduces the background information about VR and the problems that Chinese middle school students are facing. The second part analyzes VR’s characteristics and demonstrates the feasibility of VR in oral English learning based on VR characteristics. The third part describes the application’s activities in detail and the fourth part is to analyze the advantages and disadvantages of the application. The last part summarizes the outcomes and limitations of the application and predicts this application’s future development.
Downloads
References
R. Mayer, S. Lee, Q. Sheng, Thirty Years of Research on Online Learning, Digital Education 6(02), 2020, pp. 1-8.
F. Shan, Practice of Multimedia Instructional Design Principles in Digital Learning, China Journal of Multimedia & Network Teaching, 2008, pp.1-2.
J. M. Zheng, K. W. Chan, I. Gibson, Virtual reality, Ieee Potentials, 17(2), 1998, pp.20-23.
X. Huang, D. Zou, G. Cheng, H. Xie, A systematic review of AR and VR enhanced language learning, Sustainability, 13(9), 2021.
D. Vergara, M. P. Rubio, M. Lorenzo, On the design of virtual reality learning environments in engineering, Multimodal technologies and interaction, 1(2), 2017.
L. Reitz, A. Sohny, G. Lochmann, VR-based gamification of communication training and oral examination in a second language, In Computer-Assisted Language Learning: Concepts, Methodologies, Tools, and Applications, 2019, pp. 811-828.
J. Buchner, A. Andujar, The Expansion of the Classroom through Mobile Immersive Learning, International Association for Development of the Information Society, 2019.
B. Dalgarno, M. J. Lee, what are the learning affordances of 3‐D virtual environments, British Journal of Educational Technology, 41(1), 2010, pp. 10-32.
Y. Cho, how spatial presence in VR affects memory retention and motivation on second language learning: a comparison of desktop and immersive VR-based learning (Doctoral dissertation, Syracuse University), 2018.
C. Hastings, J. Brunotte, Total immersion: VR headsets in language learning, The 2016 PanSIG Journal, 2017 pp. 101.
T. J. Lin, Y. J. Lan, Language learning in virtual reality environments: Past, present, and future, Journal of Educational Technology & Society, 18(4), 2015, pp. 486-497.
F. Mantovani, VR learning: Potential and challenges for the use of 3D environments in education and training, 2003.
A. Andujar, J. Buchner, The potential of 3D virtual reality (VR) for language learning: an overview, In Proceedings of the 15th International Conference Mobile Learning, 2019, pp. 153-156.
E. Frazier, R. Lege, E. Bonner, Making Virtual Reality Accessible for Language Learning: Applying the VR Application Analysis Framework, Teaching English with Technology, 21(1), 2021, pp. 131-143.
M. Holly, J. Pirker, S. Resch, S. Brettschuh, C. Gütl, Designing VR Experiences–Expectations for Teaching and Learning in VR, Educational Technology & Society, 24(2), 2021, pp. 107-119.
Downloads
Published
Issue
Section
License

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.






