GAMIFYING VOCABULARY ACQUISITION AND RETENTION IN VIRTUAL REALITY Cover Image

GAMIFYING VOCABULARY ACQUISITION AND RETENTION IN VIRTUAL REALITY
GAMIFYING VOCABULARY ACQUISITION AND RETENTION IN VIRTUAL REALITY

Author(s): Muleyke Sahinler Albayrak, Julian Chen, P John Williams
Subject(s): Foreign languages learning
Published by: IATEFL Poland Computer Special Interest Group and The University of Nicosia
Keywords: games; augmented and virtual reality; simulation; mobile learning; vocabulary acquisition and retention; EAL learners;

Summary/Abstract: Despite being a building block in language learning, vocabulary can be a learning obstacle for some learners. This study explores the effects of virtual reality (VR) games on English as an additional language (EAL) EAL learners’ content-based vocabulary acquisition and retention. Six Year 9 Middle Eastern students from an independent school in Western Australia were randomly selected to experience this VR approach. A Google Cardboard headset was utilised to immerse players in a 3D environment, enabling them to acquire target vocabulary while exploring the content in VR games. Data was collected through a pre-test (to screen pre- existing vocabulary knowledge), post-test (to measure vocabulary acquisition via VR games) and delayed post-test (to measure vocabulary retention). Marked differences were found between pre- and post-tests (p = .021) and pre- and delayed post-tests (p = .033), suggesting that the gamified VR environment can stimulate content-based vocabulary acquisition and enhance its retention. This 3D approach to vocabulary learning implicates the pedagogical benefits of VR games for struggling EAL learners.

  • Issue Year: 23/2023
  • Issue No: 1
  • Page Range: 42-57
  • Page Count: 16
  • Language: English
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