scholarly journals English Listening Teaching Device and Method Based on Virtual Reality Technology under Wireless Sensor Network Environment

2021 ◽  
Vol 2021 ◽  
pp. 1-11
Author(s):  
Yuxiu Xue ◽  
Jingjing Wang

This paper presents an in-depth study and analysis of the design and implementation of English listening instruction using wireless sensing microprocessors combined with the technology of virtual environments. Inaccurate speech hinders smooth communication and restricts the development of various skills in foreign language learning. To learn English well, mastering phonetics is a crucial first step. Especially for learners in junior and senior high schools, phonics teaching is considered an essential part. In the face of the new standards which put higher demands on phonetic intonation, the traditional methods of teaching phonetics have little effect on improving phonetics and are even somewhat overwhelming. Therefore, increased researchers are trying to find effective phonics teaching methods to improve the current problems in high school phonics teaching. Important definitions of virtual reality, augmented reality, and teaching resources are collected and organized, typical applications of augmented reality in education at the present stage are summarized, important events in the development of augmented reality are reviewed, key technologies of augmented reality are briefly described, hardware and software resources required to realize the effect of augmented reality are introduced, and pedagogical theories underlying the study of augmented reality in English teaching resources are discussed. The results of the student walk-through quizzes are analyzed using SPSS with independent sample t -tests, and the distribution of the number of scores is statistically analyzed in the form of graphs, and interviews with students and teachers are used to gain a deeper understanding of the effectiveness of the resource in teaching practice. The value of the application of the augmented reality primary school English teaching resource is explored.

Author(s):  
Xiufang Liang ◽  
Jin Pang

The web-based collaborative teaching mode is the key to reforming the teaching mode and developing the teaching practice. To improve the traditional English teaching mode, this paper puts forward an innovative English teaching method for elementary, secondary and higher education based on the massive open online course (MOOC) and Google Collaboration platform. The research shows that it is possible for students to learn collaboratively under the guidance of teachers; the students can broaden their horizon by searching for more materials on the online collaboration platform, according to the objectives and themes laid down by the teachers; the proposed innovative English teaching method can improve the learning efficiency of the students, encourage them to participate in learning and collaboration, arouse their interest and enthusiasm in foreign language learning, and help them to gain insights into learning. The research findings provide technical support to the reform and innovation of English teaching mode, and lays a theoretical basis for deepening the reform of teaching methods in various disciplines.


2021 ◽  
Vol 11 (5) ◽  
pp. 222
Author(s):  
Rafael Darque Pinto ◽  
Bruno Peixoto ◽  
Miguel Melo ◽  
Luciana Cabral ◽  
Maximino Bessa

Virtual reality has shown to have great potential as an educational tool when it comes to new learning methods. With the growth and dissemination of this technology, there is a massive opportunity for teachers to add this technology to their methods of teaching a second/foreign language, since students keep showing a growing interest in new technologies. This systematic review of empirical research aims at understanding whether the use of gaming strategies in virtual reality is beneficial for the learning of a second/foreign language or not. Results show that more than half of the articles proved that virtual reality technologies with gaming strategies can be used to learn a foreign language. It was also found that “learning” was the most evaluated dependent variable among the chosen records, augmented reality was the leading technology used, primary education and lower secondary was the most researched school stages, and the most used language to evaluate the use of gamified technology was by far the English language. Given the lack of directed investigation, it is recommended to use these technologies to support second language learning and not entirely replace traditional approaches. A research agenda is also proposed by the authors.


Linguaculture ◽  
2019 ◽  
Vol 10 (1) ◽  
pp. 103-112
Author(s):  
Alyona Shyba

The objective of the article is to further study the concept “teacher’s professional competence” as well the ways of its formation. The research was conducted among the students as prospective teachers, and teaching staff of Yuriy Fedkovych Chernivtsi National University. The analysis of the research helped prove the essential role of some factors in the professional development of future teachers. In particular, such factors as knowledge of the teaching subject, knowledge of effective teaching methods and skills to implement them, the importance of teaching practice, the personality factor, teacher’s self-education were singled out. Therefore, the paper aims to outline a few ideas on how to ensure the implementation of the above-mentioned considerations. We also dwell upon the impact of the human behavior on the process of foreign language learning and teaching. That is why knowledge about affective factors is consequential in the academic process and using some interactive methods can also help lower the affective filter. Types of motivation and ways to enhance it are described in the paper too.


Author(s):  
Christopher L. Holden ◽  
Julie M. Sykes

This paper builds on the emerging body of research aimed at exploring the educational potential of mobile technologies, specifically, how to leverage place-based, augmented reality mobile games for language learning. Mentira is the first place-based, augmented reality mobile game for learning Spanish in a local neighborhood in the Southwestern United States. This paper explores both the complexities and benefits of integrating mobile games in second and foreign language learning contexts. Relevant background issues are discussed and the Mentira project is described, including an exploration of the setting, narrative, gameplay, and curriculum. Initial findings and future goals are explored. Gameplay, the importance of ’place’ for language learning, is discussed and the role of student buy-in. The paper concludes with future considerations for the continued use of mobile games projects for language learning as well as other disciplines.


2020 ◽  
Vol 10 (1) ◽  
pp. 322 ◽  
Author(s):  
Luis Muñoz-Saavedra ◽  
Lourdes Miró-Amarante ◽  
Manuel Domínguez-Morales

Augmented reality and virtual reality technologies are increasing in popularity. Augmented reality has thrived to date mainly on mobile applications, with games like Pokémon Go or the new Google Maps utility as some of its ambassadors. On the other hand, virtual reality has been popularized mainly thanks to the videogame industry and cheaper devices. However, what was initially a failure in the industrial field is resurfacing in recent years thanks to the technological improvements in devices and processing hardware. In this work, an in-depth study of the different fields in which augmented and virtual reality have been used has been carried out. This study focuses on conducting a thorough scoping review focused on these new technologies, where the evolution of each of them during the last years in the most important categories and in the countries most involved in these technologies will be analyzed. Finally, we will analyze the future trend of these technologies and the areas in which it is necessary to investigate to further integrate these technologies into society.


Author(s):  
Fang Yuan

Traditional English teaching practice often centers on the teacher and implements the teaching mode of “exemplifying by the teacher-answering by students-evaluating by the teacher”. This inflexible teaching mode fails to fully exert student’s subjective function; at the same time, due to the lack of necessary guidance and help from teachers, students are more likely to suffer from learning burnout and low self-confidence. With this regard, an English multimedia teaching mode was proposed in this study based on Krashen’s “Language Input Theory”. The theory is characterized by emphasizing the analysis of English language learning from the perspectives of “acquisition” and “learning”, advocating “understanding” of knowledge and using student-centered teaching methods. In this study, Krashen’s theory was combined with interactive learning methods and multimedia information technology to form an English teaching mode focused on “teacher-student”, “student-student” and “student-computer” interactions and build an “in class- after class” and “online-offline” English learning environment. This mode was practically applied in the teaching of “College English” at Hohai University in Jiangsu Province, China. The results show that the English multimedia teaching mode based on Krashen’s theory is more effective than the traditional teaching mode in improving students’ interest and self-confidence in learning.


2018 ◽  
Vol 11 (8) ◽  
pp. 86 ◽  
Author(s):  
Elaine Ruth Martyn

Content and language integrated learning (CLIL) is a key construct in Business English teaching in universities in China today. While there is a plethora of articles on implementation in European contexts, there is limited evidence in the literature of the teaching/learning experience in other foreign language learning environments—despite its wide application in, for example, south-east Asia and China in particular. As CLIL programs have been developed in a variety of ways to meet the unique needs of learners and societal expectations, the context of teaching and learning is critical. This paper focuses on the perceptions and learning experiences of students in a first year, first semester course, Introduction to Contemporary Business, in a Chinese university. Lesson observations, questionnaires, and interviews explore the experience of learners. While most students found the course very challenging in their first semester, they met the challenge. Coping with both language and content is always a double challenge: most students found their Introduction to Contemporary Business their most difficult course, yet they perceived it as manageable and worthwhile. Students coped with the difficulty level in two main ways: either by spending much time in review and translating the textbook prior to class, or by focusing on the teacher’s PowerPoint slides after class—as they considered these were the key points and the textbook was too difficult. Suggestions for a closer integration between language and content within CLIL courses are offered, such as a case-task-based approach, a greater variety of input, and the role of content teachers in English enhancement.


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