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Effectiveness of virtual reality game in foreign language vocabulary acquisition
Computers & Education ( IF 12.0 ) Pub Date : 2020-08-01 , DOI: 10.1016/j.compedu.2020.103893
Mohammed Alfadil

Abstract This study explored the influence of the virtual reality (VR) game House of Languages on the English as a Foreign Language (EFL) vocabulary acquisition of intermediate school students. A quasi-experimental design helped determine the impact of the VR intervention on the learning process over the traditional EFL vocabulary acquisition method. A nonrandom convenience sample of (n = 64) male students was divided into an experimental group and control group; each group contained (n = 32) students. The findings from this study of independent t-tests at the end of the experimental period indicated that students using the VR game House of Languages had greater achievement in vocabulary acquisition than those using the traditional method of vocabulary acquisition. This study seeks to create awareness among educators that the use of the new VR technology as an effective vocabulary acquisition method in the learning process could be engaged to improve vocabulary acquisition and go beyond previous methods to enhance the degree of achievement in classroom.

中文翻译:

虚拟现实游戏在外语词汇习得中的有效性

摘要 本研究探讨虚拟现实(VR)游戏House of Languages对中学生英语作为外语(EFL)词汇习得的影响。准实验设计有助于确定 VR 干预对学习过程的影响,而不是传统的 EFL 词汇习得方法。(n = 64) 男学生的非随机便利样本被分为实验组和对照组;每组包含 (n = 32) 名学生。这项对实验期结束时的独立 t 检验的研究结果表明,使用 VR 游戏 House of Languages 的学生在词汇习得方面比使用传统词汇习得方法的学生取得了更大的成就。
更新日期:2020-08-01
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