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2019 | OriginalPaper | Chapter

Virtual Reality for Active English Learning in the University Context

Author : Jeffrey D. Wilang

Published in: Neo-Simulation and Gaming Toward Active Learning

Publisher: Springer Nature Singapore

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Abstract

The use of technology is becoming widespread in science and technology classes due to its overwhelming benefits in learning. Yet many English language teachers lack knowledge of the existing technologies and the “know-how” to use it in the classroom. In this paper, the results of the pilot study are reported concerning the effects of virtual reality (VR) headset onto the language learner’s affective variables such as engagement, motivation, and independent learning. It also explores the effectiveness of VR headset onto the language learner’s ability to learn vocabularies and to follow instructions. Descriptive reports show very high mean scores of the learner’s engagement (M = 4.63), motivation (M = 4.72), and independent learning (M = 4.63). The average mean score concerning their ability to follow instruction was 4.36. With regard to vocabulary test, the average mean score in the posttest was 2.73, higher than the average mean score of 1.18 in the pretest.

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Metadata
Title
Virtual Reality for Active English Learning in the University Context
Author
Jeffrey D. Wilang
Copyright Year
2019
Publisher
Springer Nature Singapore
DOI
https://doi.org/10.1007/978-981-13-8039-6_27

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