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Journal ArticleDOI

The Effects of Virtual Reality Learning Environment on Student Cognitive and Linguistic Development.

TLDR
This paper used an online 3D VR English language learning platform and conducted an experiment to evaluate the student learning effectiveness based on Bloom's cognitive complexity level and structural equation modeling (SEM) analysis to determine the learning model behind the pedagogy.
Abstract
Virtual reality (VR) has brought about numerous alternative learning opportunities in the last decade, and with modern products such as Oculus Rift and other wearable Virtual Reality technologies being introduced into society, VR will promisingly continue to provide yet unseen opportunities in the next few decades and therefore is a technology that deserves serious consideration and study. In an attempt to better understand how virtual worlds positively affect student learning, this study used an online 3D VR English language learning platform and conducted an experiment to evaluate the student learning effectiveness based on Bloom’s cognitive complexity level. t test analysis was used to determine the effectiveness of the learning platform, while structural equation modeling (SEM) analysis was used to determine the learning model behind the pedagogy. Participants were 448 students at a science and technology university in Taiwan. Results show that students improved their phonological, morphological, grammar and syntax knowledge, and virtual world learning assisted in the development of a more complex and higher level of thinking. The SEM analysis results indicated the virtual learning environment with unique features of immersion and ease of use, together with help-seeking positively affected student language cognition.

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Citations
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Journal ArticleDOI

A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda

TL;DR: VR seems to be a promising sphere as this study identifies 18 application domains, indicating a better reception of this technology in many disciplines, and several gaps point toward unexplored regions of VR design for education, which could motivate future work in the field.
Journal ArticleDOI

Effects of peer assessment within the context of spherical video-based virtual reality on EFL students’ English-Speaking performance and learning perceptions

TL;DR: A spherical video-based virtual reality (SVVR) environment was developed to situate students in authentic English-speaking contexts and the peer assessment strategy was employed for guiding students to provide comments on peers' speaking performance and to make reflections on their own performance.
Journal ArticleDOI

A case study of immersive virtual field trips in an elementary classroom: Students’ learning experience and teacher-student interaction behaviors

TL;DR: The results showed that the students' motivation was generally enhanced, particularly for the diminishment of test anxiety, and the proposed instructional strategies for appropriately guiding students to learn during the process of immersive virtual field trips were also the contribution of this study.
Journal ArticleDOI

The impact of a virtual reality app on adolescent EFL learners’ vocabulary learning

TL;DR: This research presents a meta-modelling system that automates the very labor-intensive and therefore time-heavy and therefore expensive and expensive process of manually cataloging and cleaning up after students have completed learning activities.
Journal ArticleDOI

A Systematic Review of AR and VR Enhanced Language Learning

TL;DR: It was found that immersing learners into virtual worlds is the main approach to language learning in AR and VR studies and implications identified from previous research include the need of providing training for teachers, enlarging sample sizes, and exploring learner factors such as learner engagement and satisfaction.
References
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Journal ArticleDOI

Cutoff criteria for fit indexes in covariance structure analysis : Conventional criteria versus new alternatives

TL;DR: In this article, the adequacy of the conventional cutoff criteria and several new alternatives for various fit indexes used to evaluate model fit in practice were examined, and the results suggest that, for the ML method, a cutoff value close to.95 for TLI, BL89, CFI, RNI, and G...

Perceived Usefulness, Perceived Ease of Use, and User

TL;DR: Regression analyses suggest that perceived ease of use may actually be a causal antecdent to perceived usefulness, as opposed to a parallel, direct determinant of system usage.
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Perceived usefulness, perceived ease of use, and user acceptance of information technology

TL;DR: In this article, the authors developed and validated new scales for two specific variables, perceived usefulness and perceived ease of use, which are hypothesized to be fundamental determinants of user acceptance.
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A Revision of Bloom's Taxonomy: An Overview

TL;DR: A revision of Bloom's Taxonomy: An Overview is presented in this paper, with a focus on the application of theory into practice in the context of taxonomies in the real world.
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TL;DR: This research highlights the importance of the fit between technologies and users' tasks in achieving individual performance impacts from information technology and suggests that task-technology fit when decomposed into its more detailed components, could be the basis for a strong diagnostic tool to evaluate whether information systems and services in a given organization are meeting user needs.
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