The Use of Immersive Virtual Reality for Vocabulary Acquisition: a Systematic Literature Review
Resumo
Many teachers consider vocabulary acquisition a low intellectual activity. However, substantial time is needed for teachers and learners, in this subject, since there are vast numbers of words to be learned. In this context, it is expected that vocabulary acquisition assisted by Immersive Virtual Reality (IVR) can be a powerful learning method. Therefore, this paper aims to summarize the state-of-the-art concerning the use of IVR in vocabulary acquisition through a systematic literature review. Results pointed out that IVR enables autonomous learning with an increase in the speed of the educational process, and its use has shown higher effectiveness, positive attitudes, engagement, and motivation on the part of students.Referências
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Legault, J., Zhao, J., Chi, Y.-A., Chen, W., Klippel, A., and Li, P. (2019). Immersive virtual reality as an effective tool for second language vocabulary learning. Languages, 4(1):13.
Lin, T.-J. and Lan, Y.-J. (2015). Language learning in virtual reality environments: Past, present, and future. Journal of Educational Technology & Society, 18(4):486–497.
Ma, Q. and Kelly, P. (2006). Computer assisted vocabulary learning: Design and evaluation. Computer Assisted Language Learning, 19(1):15–45.
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Repetto, C., Colombo, B., and Riva, G. (2015). Is motor simulation involved during foreign language learning? a virtual reality experiment. SAGE Open, 5(4):1–10.
Schwienhorst, K. (2002). Why virtual, why environments? implementing virtual reality concepts in computer-assisted language learning. Simulation & Gaming, 33(2):196–209.
Stockwell, G. (2012). Computer-Assisted language learning: Diversity in research and practice. Cambridge University Press.
Terehoff, I. (2000). Learning by living the language: The benefits of foreign exchange programs. National Association of Secondary School Principals. NASSP Bulletin, 84(612):83.
Vázquez, C., Xia, L., Aikawa, T., and Maes, P. (2018). Words in motion: Kinesthetic language learning in virtual reality. In 2018 IEEE 18th International Conference on Advanced Learning Technologies (ICALT), pages 272–276.
Wohlin, C. (2014). Guidelines for snowballing in systematic literature studies and a replication in software engineering. In Proceedings of the 18th International Conference on Evaluation and Assessment in Software Engineering, EASE ’14, New York, NY, USA. Association for Computing Machinery.
Xie, Y., Chen, Y., and Ryder, L. H. (2019). Effects of using mobile-based virtual reality on chinese l2 students’ oral proficiency. Computer Assisted Language Learning, pages 1–21.
Xu, Y., Zheng, S., Chen, Q., Ou, S., Liu, C., and Xiao, Y. (2017). The design and implementation of chinese vocabulary learning case based on mobile vr for “the belt and road”. In International Conference on Computational Modeling, Simulation and Applied Mathematics, CMSAM 2017, pages 263–266. DEStech Transactions on Computer Science and Engineering.
Cheng, A., Yang, L., and Andersen, E. (2017). Teaching language and culture with a virtual reality game. In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, CHI ’17, page 541–549, New York, NY, USA. Association for Computing Machinery.
Coady, J. (1996). L2 vocabulary acquisition: A synthesis of the research, pages 273–290. Cambridge Applied Linguistics. Cambridge University Press.
Dobrova, V., Labzina, P., Ageenko, N., Nurtdinova, L., and Elizarova, E. (2018). Virtual and augmented reality in language acquisition. In Proceedings of the International Conference on the Theory and Practice of Personality Formation in Modern Society (ICTPPFMS 2018), pages 218–223. Atlantis Press.
Ebert, D., Gupta, S., and Makedon, F. (2016). Ogma: A virtual reality language acquisition system. In Proceedings of the 9th ACM International Conference on PErvasive Technologies Related to Assistive Environments, PETRA ’16, New York, NY, USA. Association for Computing Machinery.
Fonseca, L. and Otsuka, J. (2017). Aplicações educacionais com óculos de realidade virtual: um mapeamento sistemático. Brazilian Symposium on Computers in Education (Simpósio Brasileiro de Informática na Educação - SBIE), 28(1):233–242.
Freed, B. F. (1998). An overview of issues and research in language learning in a study abroad setting. Frontiers: The Interdisciplinary Journal of Study Abroad, 4(1):31–60.
Jensen, L. and Konradsen, F. (2018). A review of the use of virtual reality head-mounted displays in education and training. Education and Information Technologies, 23(4):1515–1529.
Kaplan-Rakowski, R. and Wojdyński, T. (2018). Students’ attitudes toward high-immersion virtual reality assisted language learning. In Taalas, P., Jalkanen, J.,
Bradley, L., and Thouësny, S., editors, Future-proof CALL: language learning as exploration and encounters–short papers from EUROCALL 2018, pages 124–129. Research-publishing.net, Voillans.
Kitchenham, B. and Charters, S. (2007). Guidelines for performing systematic literature reviews in software engineering. Technical Report EBSE-2007-01, 2.
Krokos, E., Plaisant, C., and Varshney, A. (2019). Virtual memory palaces: Immersion aids recall. Virtual Reality, 23(1):1–15.
Legault, J., Zhao, J., Chi, Y.-A., Chen, W., Klippel, A., and Li, P. (2019). Immersive virtual reality as an effective tool for second language vocabulary learning. Languages, 4(1):13.
Lin, T.-J. and Lan, Y.-J. (2015). Language learning in virtual reality environments: Past, present, and future. Journal of Educational Technology & Society, 18(4):486–497.
Ma, Q. and Kelly, P. (2006). Computer assisted vocabulary learning: Design and evaluation. Computer Assisted Language Learning, 19(1):15–45.
Magnenat-Thalmann, N. and Thalmann, D. (1994). Artificial Life and Virtual Reality. Wiley.
Nation, I. S. P. (2001). Learning Vocabulary in Another Language. Cambridge Applied Linguistics. Cambridge University Press.
Repetto, C., Colombo, B., and Riva, G. (2015). Is motor simulation involved during foreign language learning? a virtual reality experiment. SAGE Open, 5(4):1–10.
Schwienhorst, K. (2002). Why virtual, why environments? implementing virtual reality concepts in computer-assisted language learning. Simulation & Gaming, 33(2):196–209.
Stockwell, G. (2012). Computer-Assisted language learning: Diversity in research and practice. Cambridge University Press.
Terehoff, I. (2000). Learning by living the language: The benefits of foreign exchange programs. National Association of Secondary School Principals. NASSP Bulletin, 84(612):83.
Vázquez, C., Xia, L., Aikawa, T., and Maes, P. (2018). Words in motion: Kinesthetic language learning in virtual reality. In 2018 IEEE 18th International Conference on Advanced Learning Technologies (ICALT), pages 272–276.
Wohlin, C. (2014). Guidelines for snowballing in systematic literature studies and a replication in software engineering. In Proceedings of the 18th International Conference on Evaluation and Assessment in Software Engineering, EASE ’14, New York, NY, USA. Association for Computing Machinery.
Xie, Y., Chen, Y., and Ryder, L. H. (2019). Effects of using mobile-based virtual reality on chinese l2 students’ oral proficiency. Computer Assisted Language Learning, pages 1–21.
Xu, Y., Zheng, S., Chen, Q., Ou, S., Liu, C., and Xiao, Y. (2017). The design and implementation of chinese vocabulary learning case based on mobile vr for “the belt and road”. In International Conference on Computational Modeling, Simulation and Applied Mathematics, CMSAM 2017, pages 263–266. DEStech Transactions on Computer Science and Engineering.
Publicado
24/11/2020
Como Citar
PALMEIRA, Eduardo Gabriel Queiroz; MARTIN, Victor Biagiotti Saint; GONÇALVES, Victor Barbosa; MORAES, Ígor Andrade; LAMOUNIER JÚNIOR, Edgard Afonso; CARDOSO, Alexandre.
The Use of Immersive Virtual Reality for Vocabulary Acquisition: a Systematic Literature Review. In: SIMPÓSIO BRASILEIRO DE INFORMÁTICA NA EDUCAÇÃO (SBIE), 31. , 2020, Online.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2020
.
p. 532-541.
DOI: https://doi.org/10.5753/cbie.sbie.2020.532.