The current study investigated the effects of using a 3D virtual reality (VR) game on university EFL students’ development of vocabulary and cultural knowledge. In addition, it explored how this new approach affected the students’ affective attitudes such as interest, confidence, and learning motivation. Furthermore, it examined the students’ perception and attitude toward VR game-based language learning. Over one semester, an experimental group of 25 students participated in the VR game-based language learning, while a control group of 24 students followed the regular curriculum of the university EFL course. To collect data, 1) pre- and post-tests for both vocabulary and cultural knowledge, 2) a pre- and post-questionnaire for affective attitudes, 3) an online survey for students’ perceptions and attitudes, and 4) a qualitative interview were administered. The results revealed that the VR game-based language learning group outperformed the traditional learning group in both vocabulary and cultural knowledge gains. In addition, VR game instruction was effective in increasing students’ interest, confidence, and learning motivation. Furthermore, the students reported overall positive perceptions and attitudes toward this new kind of instruction. This study suggested that VR game-based language learning is a new, effective way to promote students’ vocabulary and cultural knowledge.
The present study investigated the effects of a shadowing activity using movies on Korean EFL college students’ speaking skills and their affective attitudes. Over a semester, a total of 138 students participated in the study and they were assigned to an experimental group (n = 71) and a control group (n = 67). According to language proficiency, the participants in the experimental group were assigned to advanced, intermediate, and beginner-level groups. Over a semester, all the experimental groups engaged in a shadowing activity once a week while the control group participated in a traditional speaking activity. To collect data, both 1) pre- and post-speaking tests and 2) pre- and post-questionnaires on affective attitudes were conducted. The results showed that the shadowing activity is more effective than the traditional speaking activity in terms of increasing speaking proficiency. In addition, there was a statistically significant improvement in speaking proficiency of both the intermediate and beginner-level groups while there was no statistically significant difference in the advanced level group’s speaking proficiency. Furthermore, the shadowing activity significantly improved the confidence, interest, and motivation level of the experimental group. Based on the findings, it is suggested that this shadowing activity using movies can be an effective tool to develop EFL learners’ speaking skills and improve their affective attitudes.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.