VR-Based Gamification of Communication Training and Oral Examination in a Second Language

Author(s):  
Liesa Reitz ◽  
Aline Sohny ◽  
Gerrit Lochmann

The authors present a novel way of oral language training by embedding the English as a foreign language (EFL) learning process into a generic 3D Cooperative Virtual Reality (VR) Game. Due to lack of time, resources and innovation, the language classroom is limited in its possibilities of promoting authentic communication. Therefore, the researchers investigated how to induce a VR setting with information gaps, for which they designed a template which intrinsically promotes communication and the students' confidence in using EFL. Thereby, VR enables the simulation of real life situations, creating both comfortable and authentic training environments. The game content is based on the internationally approved Graded Examination in Spoken English (GESE) Trinity Exam and can be adapted to the needs of the learners or the given curricula. The empirical analysis shows that the designed game trains the students' communication skills, evoking a high amount of speech and a qualitative linguistic output.

2016 ◽  
Vol 6 (2) ◽  
pp. 46-61 ◽  
Author(s):  
Liesa Reitz ◽  
Aline Sohny ◽  
Gerrit Lochmann

The authors present a novel way of oral language training by embedding the English as a foreign language (EFL) learning process into a generic 3D Cooperative Virtual Reality (VR) Game. Due to lack of time, resources and innovation, the language classroom is limited in its possibilities of promoting authentic communication. Therefore, the researchers investigated how to induce a VR setting with information gaps, for which they designed a template which intrinsically promotes communication and the students' confidence in using EFL. Thereby, VR enables the simulation of real life situations, creating both comfortable and authentic training environments. The game content is based on the internationally approved Graded Examination in Spoken English (GESE) Trinity Exam and can be adapted to the needs of the learners or the given curricula. The empirical analysis shows that the designed game trains the students' communication skills, evoking a high amount of speech and a qualitative linguistic output.


2021 ◽  
Vol 21 (1) ◽  
Author(s):  
Aisling Kerr ◽  
Judith Strawbridge ◽  
Caroline Kelleher ◽  
James Barlow ◽  
Clare Sullivan ◽  
...  

Abstract Background Effective communication between pharmacists and patients is essential and improves health outcomes. Simulated patients (SPs) are trained to reproduce real-life situations and can help pharmacy students to develop and adapt their communication skills in a safe, learner-centred environment. The aim of this research was to explore how SP and pharmacy student role-play supports communication training. Methods A mixed methods realist evaluation approach was adopted to test an initial theory relating to SP role-play for pharmacy students. The intervention tested involved complex communication cases in a men’s and women’s health module in year three of a new MPharm programme. This SP session was the first such session, of the programme which exclusively focused on complex communication skills for the students. Data collected comprised video-recordings of both training and mock OSCE sessions, and from student focus groups. Communication videos were scored using the Explanation and Planning Scale (EPSCALE) tool. Scores from SP and mock OSCE sessions were compared using the Wilcoxon-signed rank test. Focus groups were conducted with students about their experience of the training and analysed thematically, through a realist lens. Data was analysed for Context-Mechanism-Outcome configurations to produce modified programme theories. Results Forty-six students (n = 46/59, 78 %) consented to their video-recorded interactions to be used. Students identified contextual factors relating to the timing within the course and the setting of the intervention, the debrief and student individual contexts. Mechanisms included authenticity, feedback, reflection, self-awareness and confidence. Negative responses included embarrassment and nervousness. They distinguished outcomes including increased awareness of communication style, more structured communication and increased comfort. However quantitative data showed a decrease (p < 0.001) in communication scores in the mock OSCE compared with scores from training sessions. Modified programme theories relating to SP training for pharmacy students were generated. Conclusions SP role-play is a valuable communication skills training approach. Emphasis should be placed on multiple stakeholder feedback and promotion of reflection. Time limits need to be considered in this context and adjusted to meet student needs, especially for students with lower levels of communication comfort and those communicating in languages different to their first language.


Languages ◽  
2019 ◽  
Vol 4 (1) ◽  
pp. 13 ◽  
Author(s):  
Jennifer Legault ◽  
Jiayan Zhao ◽  
Ying-An Chi ◽  
Weitao Chen ◽  
Alexander Klippel ◽  
...  

Learning a second language (L2) presents a significant challenge to many people in adulthood. Platforms for effective L2 instruction have been developed in both academia and the industry. While real-life (RL) immersion is often lauded as a particularly effective L2 learning platform, little is known about the features of immersive contexts that contribute to the L2 learning process. Immersive virtual reality (iVR) offers a flexible platform to simulate an RL immersive learning situation, while allowing the researcher to have tight experimental control for stimulus delivery and learner interaction with the environment. Using a mixed counterbalanced design, the current study examines individual differences in L2 performance during learning of 60 Mandarin Chinese words across two learning sessions, with each participant learning 30 words in iVR and 30 words via word–word (WW) paired association. Behavioral performance was collected immediately after L2 learning via an alternative forced-choice recognition task. Our results indicate a main effect of L2 learning context, such that accuracy on trials learned via iVR was significantly higher as compared to trials learned in the WW condition. These effects are reflected especially in the differential effects of learning contexts, in that less successful learners show a significant benefit of iVR instruction as compared to WW, whereas successful learners do not show a significant benefit of either learning condition. Our findings have broad implications for L2 education, particularly for those who struggle in learning an L2.


Author(s):  
Peter B. Swanson ◽  
Patricia N. Early ◽  
Quintina Baumann

Promoting student engagement in the second language classroom can be difficult for teachers. Multiple obstacles such as perceptions of the irrelevance of authentic language applications and the affective barriers (e.g. performance anxiety speaking before peers) tend to hinder student oral language performance. For teachers, especially for beginners, other obstacles appear such as being given the most challenging assignments with little to no professional support. Many times these educators scramble to squeeze the most out of every minute in the classroom for instructional purposes while trying to increase student achievement. Three free and open source software options are presented and findings from two studies of focusing on the use of Audacity indicate multiple benefits for both teachers and students. Afterwards, the authors demonstrate how to use Audacity for oral language assessment and discuss its implications for the world language classroom.


2009 ◽  
Vol 26 (3) ◽  
pp. 445-466 ◽  
Author(s):  
Gillian Wigglesworth ◽  
Neomy Storch

The assessment of oral language is now quite commonly done in pairs or groups, and there is a growing body of research which investigates the related issues (e.g. May, 2007). Writing generally tends to be thought of as an individual activity, although a small number of studies have documented the advantages of collaboration in writing in the second language classroom (e.g. DiCamilla & Anton, 1997; Storch, 2005; Swain & Lapkin, 1998). Particularly in university contexts, group or pair assignments are widely used in many disciplines. In addition, collaborative writing could be used in second language classroom assessment contexts as formative assessment. However, research which compares texts produced by learners collaboratively to texts produced individually, and the implications of this for assessment practices, is rare. This study is a first step in the investigation of using collaborative writing in second language contexts and comparing the performance of two groups of second language learners: one group worked individually, and the other group worked in pairs. When writing in pairs, each pair produced a single text. All participants completed one writing task: an argumentative essay. The performances of the individuals (N = 48) and the pairs (N = 48) were compared on detailed discourse analytic measures of fluency, complexity and accuracy. This comparison revealed that collaboration impacted positively on accuracy, but did not affect fluency and complexity. A detailed analysis of the pair transcripts recorded during the writing activity provides insights into the ways in which pairs work together, and the foci of their endeavour. The implications of these findings for in-class assessment of second language writing are discussed.


2018 ◽  
Vol 40 (4) ◽  
pp. 594-623 ◽  
Author(s):  
Niina Lilja ◽  
Arja Piirainen-Marsh

Abstract Using multimodal conversation analysis, this article analyses language learning as an in situ process during a teacher-assigned, experientially based pedagogical activity. The activity involved a three-part pedagogical structure, where learners first prepared for and then participated in real-life service encounters, and later reflected on their experiences back in the classroom. The analysis details how the co-constructed telling sequences through which novice second language users re-enact their experiences create an occasion for language-focused activity. We argue that the actions through which the participants display and sustain an orientation to an interactional practice as an object of learning make visible a learning project. The findings illuminate the practices through which language-focused activity is initiated, sustained, and managed to enable in situ learning. They also show how re-enactments function in storytelling and display a novice learner’s interactional competence. Finally, the findings illustrate how experiences gained in everyday social activities can be ‘harvested and reflected upon’ (Wagner 2015: 77) in the classroom and contribute to recent initiatives to develop teaching practices that support learning in-the-wild.


Author(s):  
Miguel A. Garcia-Ruiz ◽  
Samir A. El-Seoud

This chapter provides an overview of second language learning and an approach on how wireless collaborative virtual reality can contribute to resolving important pedagogical challenges. Second language learning provides an exceptional opportunity to employ mobility and multimedia in the context of just-in-time-learning in formal learning situations, or ubiquitous and lifelong learning in more informal settings. We hypothesize that virtual reality is a tool that can help teach languages in a collaborative manner in that it permits students to use visual, auditory, and kinesthetic stimuli to provide a more “real-life” context, based in large part on Computer-Supported Collaborative Learning. Studies are being conducted in which we assess usability, wireless multimedia technology, and collaborative learning aspects to discover how virtual reality can help students overcome language and anxiety barriers. Furthermore, we suggest carrying out longitudinal studies to determine to what extent wireless, mobile, and collaborative virtual reality can contribute to language instruction.


2017 ◽  
Vol 10 (7) ◽  
pp. 210
Author(s):  
Norazean Sulaiman ◽  
Ahmad Mazli Muhammad ◽  
Nurul Nadiah Dewi Faizul Ganapathy ◽  
Zulaikha Khairuddin ◽  
Salwa Othman

Listening is a very crucial skill to be learnt in second language classroom because it is essential for the development of spoken language proficiency (Hamouda, 2013). The aim of this study is to investigate the significant differences in terms of students’ performance when using traditional (audio-only) method and video media method. The data of this study were collected by giving students the same two sets of questions in pre-test and post-test. The data were then analysed with paired-sample t-test by using Statistical Package for the Social Sciences (SPSS). Based on the results attained, it was found that the majority of the students obtained higher marks when using video media method compared to audio only method. Hence, it is recognised that by using video as one of the assessment tools will help students to perform better due to the use of authentic, meaningful and real-life situation contexts and language. Therefore, instructors are advised to use more authentic texts and materials when it comes to teaching and assessing listening skills in second language (L2) classroom.


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