2021
DOI: 10.16875/stem.2021.22.3.78
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The Effects of Digital Virtual Reality Game-Based Language Learning on English Language Learners’ Development of Vocabulary and Cultural Knowledge and Affective Attitudes

Abstract: 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 learnin… Show more

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Cited by 4 publications
(5 citation statements)
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“…The feedback was collected through a questionnaire and an online survey to assess student perception and attitude. The findings suggest that VR-gamed-based learning is promising and effective in enhancing students' vocabulary and cultural knowledge [63]. A qualitative case study was conducted with 23 high school teachers to explore their perceptions of AR and VR in English language teaching and learning activities.…”
Section: Behavioralmentioning
confidence: 99%
“…The feedback was collected through a questionnaire and an online survey to assess student perception and attitude. The findings suggest that VR-gamed-based learning is promising and effective in enhancing students' vocabulary and cultural knowledge [63]. A qualitative case study was conducted with 23 high school teachers to explore their perceptions of AR and VR in English language teaching and learning activities.…”
Section: Behavioralmentioning
confidence: 99%
“…They enjoyed the interactions with international interlocutors via VR technologies in the digital context. In the same manner, in [85], the authors investigated the effects of using a 3D VR reality game on university EFL students' development of vocabulary and cultural knowledge. In this case, 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.…”
Section: From a Student's Experience Point Of Viewmentioning
confidence: 99%
“…Analyzed papers classified by data collection method. ,11,13,[16][17][18]21,22,29,32,34,35,37,41,45,48,50,52,55,56,60,64,66,68,76,77,83,85,86,[108][109][110][111]113,114,120,121,123,124] …”
mentioning
confidence: 99%
“…It also promotes cooperative learning through friendly competition and facilitates interaction. In this regard, educational games that simultaneously satisfy the elements of learning and motivation have significant potential in the EFL environment (Jin, 2021;Kim, 2014). Moreover, users can create avatars and interact with peers within the same virtual space, amplifying the sense of realism.…”
Section: Literature Reviewmentioning
confidence: 99%