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Live, play, and learn: Language learner engagement in the immersive VR environment
by
Wu, Junjie Gavin
, Yang, Zi
, Lee, Sangmin-Michelle
in
Classrooms
/ Cognitive-behavioral factors
/ Competence
/ Computer Appl. in Social and Behavioral Sciences
/ Computer Science
/ Computers and Education
/ Data
/ Education
/ Educational Environment
/ Educational Technology
/ Elementary education
/ Elementary school students
/ Elementary schools
/ English as a second language
/ English as a second language learning
/ English language
/ English proficiency
/ Grade 4
/ Information Systems Applications (incl.Internet)
/ Korean language
/ Language
/ Language acquisition
/ Language instruction
/ Learner Engagement
/ Learning
/ Learning environment
/ Learning outcomes
/ Students
/ Surveys
/ Technology
/ User Interfaces and Human Computer Interaction
/ Virtual reality
2024
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Live, play, and learn: Language learner engagement in the immersive VR environment
by
Wu, Junjie Gavin
, Yang, Zi
, Lee, Sangmin-Michelle
in
Classrooms
/ Cognitive-behavioral factors
/ Competence
/ Computer Appl. in Social and Behavioral Sciences
/ Computer Science
/ Computers and Education
/ Data
/ Education
/ Educational Environment
/ Educational Technology
/ Elementary education
/ Elementary school students
/ Elementary schools
/ English as a second language
/ English as a second language learning
/ English language
/ English proficiency
/ Grade 4
/ Information Systems Applications (incl.Internet)
/ Korean language
/ Language
/ Language acquisition
/ Language instruction
/ Learner Engagement
/ Learning
/ Learning environment
/ Learning outcomes
/ Students
/ Surveys
/ Technology
/ User Interfaces and Human Computer Interaction
/ Virtual reality
2024
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Do you wish to request the book?
Live, play, and learn: Language learner engagement in the immersive VR environment
by
Wu, Junjie Gavin
, Yang, Zi
, Lee, Sangmin-Michelle
in
Classrooms
/ Cognitive-behavioral factors
/ Competence
/ Computer Appl. in Social and Behavioral Sciences
/ Computer Science
/ Computers and Education
/ Data
/ Education
/ Educational Environment
/ Educational Technology
/ Elementary education
/ Elementary school students
/ Elementary schools
/ English as a second language
/ English as a second language learning
/ English language
/ English proficiency
/ Grade 4
/ Information Systems Applications (incl.Internet)
/ Korean language
/ Language
/ Language acquisition
/ Language instruction
/ Learner Engagement
/ Learning
/ Learning environment
/ Learning outcomes
/ Students
/ Surveys
/ Technology
/ User Interfaces and Human Computer Interaction
/ Virtual reality
2024
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Live, play, and learn: Language learner engagement in the immersive VR environment
Journal Article
Live, play, and learn: Language learner engagement in the immersive VR environment
2024
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Overview
The use of immersive virtual reality (iVR) technology creates an infinite set of possibilities for language learners both inside and outside the traditional classroom setting. In contributing a deeper understanding of language education with iVR, the present study explored how low-proficiency level English learners perceived iVR and how iVR benefited language learning. This mixed-method study included qualitative data (screen and in-class recordings, post-interviews) and quantitative data (pre-and posttests, post-surveys). Twenty-five 4th graders in a Korean elementary school participated in this study and the study explored their language learning experiences with an iVR platform,
Immerse
. Findings showed that the students perceived the activities in iVR as motivating, enjoyable, and useful for learning English. Specifically, the current study investigated students’ behavioral, affective, and cognitive engagement. The results showed that the iVR learning environment had a positive impact on students’ engagement in all three dimensions. The pre- and post-test results indicated that learning outcomes were significantly enhanced after the iVR sessions. The study suggests pedagogical implications to effectively utilize iVR technology for language learning based on the results.
Publisher
Springer US,Springer,Springer Nature B.V
Subject
/ Cognitive-behavioral factors
/ Computer Appl. in Social and Behavioral Sciences
/ Data
/ English as a second language
/ English as a second language learning
/ Grade 4
/ Information Systems Applications (incl.Internet)
/ Language
/ Learning
/ Students
/ Surveys
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