scholarly journals A Virtual reality serious game for Language learning

Author(s):  
Yassine Tazouti
2021 ◽  
Author(s):  
Alexis D. Souchet ◽  
Stéphanie Philippe ◽  
Aurélien Lévêque ◽  
Floriane Ober ◽  
Laure Leroy

2021 ◽  
Vol 21 (1) ◽  
Author(s):  
Meysam Siyah Mansoory ◽  
Mohammad Rasool Khazaei ◽  
Seyyed Mohsen Azizi ◽  
Elham Niromand

Abstract Background New approaches to e-learning and the use of virtual reality technology and serious game in medical education are on the rise. Therefore, the purpose of this study was to compare the effectiveness of lecture method and virtual reality-based serious gaming (VRBSG) method on students learning outcomes about the approach to coma. Methods We adopted a randomized trial method for this study and selected 50 medical students dividing them into experimental and control groups. Students’ learning outcome was measured with a 10-item test. Serious game usability scale was used to evaluate the usability of the serious game. Descriptive and inferential statistics were used for data analysis by SPSS-22 software. Results Students’ familiarity with e-learning and VRBSG was low. The mean usability of a VRBSG was 126.78 ± 10.34 out of 150. The majority of students were eager to be instructed through VRBSG. The mean score of learning outcomes in the experimental group was significantly higher than the control group (t = − 2.457, P = 0.019). Conclusion Students’ learning outcomes in the VRBSG group in the test approach to coma were significantly better than the lecture group. The usability of the serious game instruction method was high. Taken together, instruction through VRBSG had an effective role in medical students’ learning.


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.


Author(s):  
Hariklia Tsalapatas ◽  
Olivier Heidmann ◽  
Rene Alimisi ◽  
Spyros Tsalapatas ◽  
Spyros Kourias ◽  
...  

Author(s):  
Ioannis Paliokas ◽  
Elias Kalamaras ◽  
Konstantinos Votis ◽  
Stefanos Doumpoulakis ◽  
Eftychia Lakka ◽  
...  

Author(s):  
Alessia Plutino ◽  
Tiziana Cervi-Wilson ◽  
Billy Brick

This paper reports on the rationale for the implementation of a pilot project using a scenario-based Virtual Reality (VR) resource, originally developed by Health Sciences at Coventry University and now being repurposed for Italian language learning as a collaborative project with Modern Languages and Linguistics at the University of Southampton. The original aim of the resource was to prepare health care students for home visits by allowing them to experience a semi-linear conversation with a virtual Non-player Character (NPC). The authors will discuss how they are planning to repurpose the resource for Italian language learning and teaching and will analyse the potential pedagogical uses within the modern language curriculum, including emotional language, employability skills, and the year abroad.


2021 ◽  
Vol 3 (10) ◽  
pp. 19-31
Author(s):  
Marzni Mohamed Mokhtar ◽  
Marni Jamil ◽  
Evi Indriasari Mansor ◽  
Nurfadhlina Mohd Sharef ◽  
Mas Nida Md Khambari

To capture students’ interest during Malay Language learning and facilitation (PdPc), educators can consider the use of Virtual Reality technology (Virtual Reality) and the ThingLink application. The ThingLink application can be integrated with a VR device to bring a new experience to Malay Language educators as an initial step to create a virtual environment in the classroom. The 360-degree instructional video is an innovation that is developed and catered to the needs of eight themes covered in the Malay Language textbook. In fact, the educational video content has also been researched according to the Teacher's Daily Lesson Plan for use in the classroom. This study reviewed the acceptance level of 40 preservice teachers undertaking Bachelor of Education (Malay Language Education) at the Faculty of Education on the use of Virtual Reality and ThingLink application in the process of producing teaching innovation materials. The research instrument constructed is based on the Technology Acceptance Model (TAM). Overall, the findings of the study show that the use of Virtual Reality Technology and ThingLink application can facilitate future educators in the effective production of 360-degree instructional videos, and their ability to attract and retain the attention of students in the classroom.


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