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VR and Language Learning


Virtual Reality is now everywhere in education and higher education. It is immersive and an improved way of teaching language learners. Where conventional textbooks and classroom instruction have failed, it succeeds because it is now learner-engaged (Yang et al., 2020). Total immersion is the best way to facilitate language learning. While many schools are immersion schools in foreign countries, it is not always possible for someone to jet off to another country to be immersed in the culture and language. This is where VR steps in. You can be immersed in a completely different country without ever having to leave your house. According to Marianne Stenger, VR can “trick the brain into thinking the experiences are real” (Stenger, 2017).


3D vs. 2D


Studies have shown that when a 3-D environment versus a situation using 2-D effects was compared showed that motivation levels were increased, and students kept an interest in the learning process (Loupe-Esconde, 2020). According to psychology, spatial presence is the feeling that forms of media create to cause the feeling of “being there” (Zhuang & Wang, 2018). The 3-D immersion produces spatial presence, which has been known to promote memory retention. In various studies where language learning on a desktop was compared with VR, this was proven (Cho & Syracuse University, 2018).  Learning a second language can decrease motivation and bring about a feeling of anxiety due to the constraints of a classroom. Because of this, language teachers must learn effective ways to teach through this use of innovation and technological advances. The immersion that is produced by these VR programs can help to decrease that level of increased anxiety by providing a “safe” environment for students to speak and listen. The VR environment is a multisensory experience that increases language learning by fostering curiosity (Cowans, 2019).


Mastering the Learning Task


A large motivating factor is when the learner believes they can master the subject or learning task (Reiser & Dempsey, p.81). There are many apps that can be used today. There are some apps that focus on business communication, ones that are specifically for beginning learners, and game apps for VR where the player can only interact with other players from a country of their choice. These apps can be one-on-one, collaborative, or classroom settings. The website Virtual Speech gives a listing of a few of the most used (Wesley, 2018). Some of these apps provide you with valuable feedback from other participants. The Google app Mondly provides 30 languages to choose from. It provides virtual characters that can help you order dinner, make friends, or check-in to a hotel. The app has real-world situations and it can help a learner overcome the anxiety by practicing pronunciation. It was the first to launch with speech recognition software and chatbots (Oculus, 2020).


Volitional Strategies


A VR headset contains its own volitional strategies when it’s put on, such as a feeling of traveling to a different place, the sights and sounds that of that location, and even the speech recognition software and chatbots for communication. There still are the strategies that a learner needs to employ oneself. While a student may have to go through a lesson for homework or attempt it while they are in class, an adult learner still must incorporate their own strategies. They must have the time or motivation to put on the headset and step into that “different world.” An upcoming business trip or with COVID – 19 an upcoming meeting may be enough motivation for someone to set aside their time. Both instances can be growth goals, they may want to gain knowledge, or they may want the emotional goal of not looking uneducated (Reiser & Dempsey, p.81).


Conclusion


Virtual Reality technology is only finding more uses. In language learning, studies and applications are only increasing. At some not so far off time, VR technology will become prevalent in our learning methods. While today it has become less expensive than it has been, tomorrow it can only become more affordable and attainable.

References

Cho, Y., & Syracuse University. (2018, May). How Spatial Presence in VR Affects Memory Retention and Motivation on Second Language Learning: A Comparison of Desktop and Immersive VR-Based Learning. Syracuse University Surface. https://surface.syr.edu/cgi/viewcontent.cgi?article=1205&context=thesis

Cowans, M. (2019, July 28). Motivation and memory: Virtual reality in ESL. Learning and Teaching at Navitas. https://learningandteaching-navitas.com/motivation-memory-virtual-reality-esl/


Loup-Escande E. Effects of a virtual reality game on learning performances and motivation: example of Nanoviewer in the field of energy storage Psychology and Education. (2020) 57(2): 111-116

Oculus. (2020, July 15). Mondly: Learn Languages in VR on Gear VR. https://www.oculus.com/experiences/gear-vr/1272636489423125/?locale=en_US


Stenger, M. (2017, October 28). 10 Ways Virtual Reality Is Already Being Used in Education. InformED. https://www.opencolleges.edu.au/informed/edtech-integration/10-ways-virtual-reality-already-used-education/


Yang, F.-C. O., Riva Lo, F.-Y., Hsieh, J. C., & Wu, W.-C. V. (2020, January). Facilitating Communicative Ability of EFL Learners via High-Immersion Virtual Reality. Journal of Educational Technology & Society. http://web.a.ebscohost.com.oclc.fullsail.edu:81/ehost/detail/detail?vid=5&sid=f5625b44-9fdb-4046-8f57-bc937d8a949b%40sessionmgr4007&bdata=JnNpdGU9ZWhvc3QtbGl2ZQ%3d%3d#AN=143751299&db=a9h


Zhuang, Y. M., & Wang, S. J. (2018, July 2). Spatial presence: How to induce an immersive feeling in a virtual environment? Advances in Psychological Science. http://journal.psych.ac.cn/xlkxjz/EN/10.3724/SP.J.1042.2018.01383


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nmsanders
Jan 18, 2021

Nakeisha Sanders

Week 2: 2.2 Project

IDT 520 Class Blog

Review Case Studies

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jpierce19900
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