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Trends in VR/AR technology-supporting language learning from 2008 to 2019: a research perspective
Interactive Learning Environments ( IF 3.7 ) Pub Date : 2021-01-28
Xing-yue Qiu, Chuang-Kai Chiu, Lu-Lu Zhao, Cai-Feng Sun, Shu-jie Chen

ABSTRACT

This paper systematically reviews 150 (VR/AR)-supporting language learning articles from 2008 to 2019 and summarizes the development trends. The definition of VR/AR is given firstly, and then the model of VR/AR supporting learning is proposed. This model’s language types, research participants, learning devices, learning goals, research issues, research methods, research domains and learning strategies act as a coding scheme here. Meanwhile, through review and analysis, empirical study has been proven to be in its peak period; the VR/AR is increasingly applied, and larger numbers of immersive devices are being used. Under such circumstances, higher education is the principal of research, and speaking/expressing and words are still the most significant learning goals. As for research issues, the first period (2008–2013), which focuses more on learners’ opinions, learning behaviours, learning attitudes and learning performance, is still the main scheme even though the second period (2014–2019) has more research issues and wider research scale. Right now, research about teaching and learning has already drawn the most attention, and task-based learning, situated learning, and game-based learning are the most commonly used learning strategies. Finally, this paper analyses VR/AR used in language learning through SWOT analysis to provide more profound suggestions and further discussion.



中文翻译:

研究视角下从2008年到2019年VR / AR技术支持语言学习的趋势

摘要

本文系统回顾了2008年至2019年间150篇支持VR(AR / AR)的语言学习文章,并总结了其发展趋势。首先给出了VR / AR的定义,然后提出了支持学习的VR / AR模型。该模型的语言类型,研究参与者,学习设备,学习目标,研究问题,研究方法,研究领域和学习策略在这里充当编码方案。同时,通过回顾和分析,实证研究已进入高峰期。VR / AR的应用越来越广泛,并且正在使用大量的沉浸式设备。在这种情况下,高等教育是研究的主体,口语/表达和单词仍然是最重要的学习目标。关于研究问题,第一阶段(2008-2013年),尽管第二阶段(2014-2019年)有更多的研究问题和更广泛的研究规模,但仍将重点放在学习者的观点,学习行为,学习态度和学习表现上,这仍然是主要方案。目前,关于教与学的研究已经引起了最多的关注,基于任务的学习,基于情境的学习和基于游戏的学习是最常用的学习策略。最后,本文通过SWOT分析法分析了用于语言学习的VR / AR,提供了更深刻的建议和进一步的讨论。基于任务的学习,基于情境的学习和基于游戏的学习是最常用的学习策略。最后,本文通过SWOT分析法分析了用于语言学习的VR / AR,提供了更深刻的建议和进一步的讨论。基于任务的学习,基于情境的学习和基于游戏的学习是最常用的学习策略。最后,本文通过SWOT分析法分析了用于语言学习的VR / AR,提供了更深刻的建议和进一步的讨论。

更新日期:2021-01-28
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