Banner Portal
Virtual reality in english vocabulary teaching
PDF

Keywords

Virtual reality
English teaching and learning
Affect

How to Cite

MONTEIRO, Ana Maria Vieira; RIBEIRO, Patrícia Nora de Souza. Virtual reality in english vocabulary teaching: an exploratory study on affect in the use of technology. Trabalhos em Linguística Aplicada, Campinas, SP, v. 59, n. 2, p. 1310–1338, 2020. Disponível em: https://periodicos.sbu.unicamp.br/ojs/index.php/tla/article/view/8658170. Acesso em: 17 jul. 2024.

Abstract

The evaluative studies of hypermedia effects on second language acquisition have been mostly applied to interfaces whose user’s input is limited to clicks, typed texts, and voice.  Nonetheless, virtual reality (VR) technology expanded user’s interactions with a data processing machine since it explores a sense of presence through body language, 360-degrees images, and tactile techniques. It is in this context that this paper approaches VR to explore its potential for foreign language vocabulary teaching and learning, considering mainly the appraisal mechanisms novelty and pleasantness proposed by Schumann (1999). This exploratory research presents the preparation and the results of a study applied to sixteen undergraduate English students at the Federal University of Juiz de Fora, Brazil, as well as to nine students from the author’s one private course. The technology used in this study were three Google products: Cardboard™, as the VR headset; Expeditions, for the narrative; and Polly, for the building of the VR scenes. The following methodological actions were addressed to the participants of the study: an English placement test; vocabulary tests; exposure to the virtual environment, a guided visit to Museo Frida Kahlo, in Mexico; and a questionnaire on the evaluation of the experience. At the theoretical level, the present study is based on the assumptions of the Cognitive Theory of Multimedia Learning (MAYER, 2001) and in the role of affect in language learning (SCHUMANN, 1997; 1999). The results of vocabulary tests, the questionnaire, and limitations of the technology are discussed, giving a basis for the conclusion that VR can significantly contribute to foreign language vocabulary teaching and learning since the technology has the potential to motivate students and immerse them into real-life-like scenarios.

PDF

References

BROWNE, C; CULLIGAN, B. (2016). The TOEIC Service List 1.1. Disponível em: http://www.newgeneralservicelist.org/toeic-list. Acesso em: 15 mar. 2019.

CHO, Y. (2018). How Spatial Presence in VR Affects Memory Retention and Motivation on Second Language Learning: A Comparison of Desktop and Immersive VR-Based Learning. Dissertação de Mestrado em Media Studies. Syracuse University, Syracuse.

CHUN, D. (2001). L2 reading on the Web: strategies for accessing information in hypermedia. Computer Assisted Language Learning. v. 14, nº 5, p. 367-403.

EDWARDS, L. (2007). Solutions Placement Test. Oxford: Oxford University Press.

GUPTA, S. (2018). OGMA: language acquisition system using immersive virtual reality. Dissertação de Mestrado em Computer Science. The University Of Texas at Arlington, Arlington.

HEDE, A. (2002). An integrated model of multimedia effects on learning. Journal of Educational Multimedia and Hypermedia. v.11, nº 2, pp. 177-191.

HUCKIN, T.; HAYNES, M. (1993). Summary and Future Directions. In: Huckin, T.; Haynes, M.; Cody, J. (ed.), Second language reading and vocabulary learning. New Jersey: Ablex Publishing Coorporation, pp. 289-298.

LAUFER, B; HILL, H. M. (2000). What lexical information do L2 learners select in a CALL dictionary and how does it affect word retention? Language Learning & Technology. v. 3, nº 2, pp. 58- 76.

MATLIN, M. (2004). Psicologia Cognitiva. Rio de Janeiro: LTC.

MAYER, R. (2001). Multimedia Learning. Cambridge: Cambridge University Press.

MORENO, R.; MAYER, R. (2002). Animation as an Aid to Multimedia Learning. Educational Psychology Review. vol. 14, nº 1, pp. 87-99.

NATION, I. S. P. (2001). Learning Vocabulary in Another Language. Cambridge: Cambridge Univesrty Press.

PARIBAKHT, T.; WESCHE, M. (1997). Vocabulary enhancement activities and reading for meaning in second language vocabulary acquisition. In: Coady, J.; Huckin, T. (ed.), Second Language Vocabulary Acquisition. Cambridge: Cambridge University Press, pp.174- 200.

PELTEKOVA, E. V.; STEFANOVA E. P. (2016). Inquiry-based learning “outside” the classroom with virtual reality devices. Modern Information Technologies and IT Education. v. 12, nº 3-2, pp. 112-116.

PROCÓPIO, R. B.; SOUZA, P. N. (2016). As tecnologias digitais no ensino e aprendizagem de línguas. Veredas On-line. v. 20, nº 1, pp. 83-102.

SAITO, F. (2015). Aprendizagem de vocabulário de inglês como língua estrangeira em ambiente hipermídia: efeitos da retenção lexical a curto e longo prazo em uma abordagem de ensino e aprendizagem lexical implícita. Tese de Doutorado em Linguística. Faculdade de Letras, UFJF, Juiz de Fora.

SCARAMUCCI, M. V. R. (1995). O papel do léxico na compreensão em leitura em língua estrangeira: foco no produto e no processo. Tese de Doutorado em Linguística. Instituto de Estudos da Linguagem, Unicamp, Campinas.

SCHUMANN, J. H. (1997). The Neurobiology of Affect in Language. Malden: Blackwell Publishers.

SCHUMANN, J. H. (1999). A neurobiological perspective on affect and methodology in second language learning. In: Arnold, J. (ed.), Affect in Language Learning. Cambridge: Cambridge Universty Press, pp. 28-42.

SOUZA, P.; BRAGA. D. (2007). Os efeitos da hipermídia no aprendizado implícito de vocabulário em LE. In: Scaramucci, M.; Gattolin, S. (org.), Pesquisas sobre vocabulário em língua estrangeira. Campinas: Mercado de Letras, pp. 155-174.

STEVICK, E. W. (1999). Affect in learning and memory: from alchemy to chemestry. In: Arnold, J. (ed.), Affect in Language Learning. Cambridge: Cambridge Universty Press, pp. 43-57.

VAZQUEZ, C. et al. (2018). Words in Motion: Kinesthetic Language Learning in Virtual Reality. In: Anais do IEEE 18th International Conference On Advanced Learning Technologies (ICALT). IEEE Computer Society, p.272-276. Disponível em: http://dx.doi.org/10.1109/icalt.2018.00069. Acesso em: 8 jan. 2019.

VYGOTSKY, L. (1926). Psicologia Pedagógica. Porto Alegre: Artmed, 2003.

HULSTIJIN, J.; HOLLANDER, M.; GREIDANUS, T. (1996). Incidental vocabulary learning by advanced foreign language students: The influence of marginal glosses, dictionary use, and reoccurrence of unknown words. The Modern Language Journal. v. 80, nº 3, p. 327-339.

YUN, J. (2011). The effects of Hypertext Glosses on L2 Vocabulary Acquisition: A Meta-Analyses. Computer Assisted Language Learning. v. 24, nº 1, p. 39-58.

O periódico Trabalhos em Linguística Aplicada utiliza a licença do Creative Commons (CC), preservando assim, a integridade dos artigos em ambiente de acesso aberto, em que:

  • A publicação se reserva o direito de efetuar, nos originais, alterações de ordem normativa, ortográfica e gramatical, com vistas a manter o padrão culto da língua, respeitando, porém, o estilo dos autores;
  • Os originais não serão devolvidos aos autores;
  • Os autores mantêm os direitos totais sobre seus trabalhos publicados na Trabalhos de Linguística Aplicada, ficando sua reimpressão total ou parcial, depósito ou republicação sujeita à indicação de primeira publicação na revista, por meio da licença CC-BY;
  • Deve ser consignada a fonte de publicação original;
  • As opiniões emitidas pelos autores dos artigos são de sua exclusiva responsabilidade.

Downloads

Download data is not yet available.