Foreign Language Teaching with Augmented Reality Application (original) (raw)
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Perspektivy nauki i obrazovania – Perspectives of Science and Education, 2021
The problem and the aim of the study. The integration of digital technologies into modern curricula in a foreign language supports the solution of tasks of higher professional education in terms of training a demanded and competitive specialist. The purpose of the work is to study the features of using methods and means of the augmented reality technology in the process of forming students’ professional foreign language competence. Research methods. To obtain theoretical generalizations the analysis of scientific works on problems and prospects of using the augmented reality (AR) technology in the process of teaching a foreign language and on formation of the professional foreign language competence was used. AR tools (Google Lens, augmented reality browsers, WallaMe service) were mastered as part of the course “Virtual and Augmented Reality Technologies” Stepik platform (https://stepik.org/course/62107/syllabus). The study involved 40 first-year students of Vyatka State University of the training program “Teacher education”. In the experiment, the Pearson χ2 (chi-square) criterion was applied. Results. In the experimental group, when studying scientific terms, vocabulary and grammar of the foreign language, for communication and cultural exchange, the methods and means of the AR technology were used. Assessment of formation of the professional foreign language competence was carried out and statistically significant differences in the qualitative changes that occurred in the pedagogical system were revealed, χ2obs. 2 > χ2crit0.05 (7,14 > 5,99). In conclusion factors that make it possible to effectively use the augmented reality technology in foreign language classes (time regulation; alternation of activities, traditional methods and means with innovative ones; inclusion of physical activity breaks and elements of neuro-gymnastics; instruction on safe networking) are summarized.
Croatian Journal of Education - Hrvatski časopis za odgoj i obrazovanje, 2017
The purpose of this study was to inform about some of the current applications and literature on Augmented Reality (AR) technology in education and to present experimental data about the effectiveness of AR application in a language classroom at the elementary level in Turkey. The research design of the study was quasi-experimental. Sixty-one 5 th grade students from a state elementary school participated in this research on a volunteer basis. The participants were divided into the experimental and control group, where new vocabulary items were introduced to the experimental group through augmented reality technology. A post-test and a retention test were administered upon the implementation of the program. The results of the study revealed that participants from the experimental group achieved higher scores than participants in the control group and they also performed better in recalling the learnt information. This study suggested that the use of AR technology in a language classroom at the elementary level increased learners' performances and made vocabulary learning more effective in comparison with the traditional methods.
The Application of Augmented Reality (AR) to Language Learning and its Impact on Student Motivation
International Journal of Linguistics Studies, 2022
The recent emergence of digital authoring tools related to Augmented Reality (AR), such as Zooburst, Roar or Aumentaty, has facilitated the integration of this cutting-edge technology in Education. Consequently, different publications have come out to light about the affordances and limitations of integrating technology AR in the EFL/ESL classroom. Thus, this study seeks to analyze and review the recent trends in AR implementation in the English as a Foreign Language Classroom (EFL) and to present the main projects aimed at teaching English with AR-based projects that have been published in the latest years in WOS and Scopus. Following the methodology, the improvement in the performance of the student in different areas of study has been proved while using AR in EFL teaching.
2018
This literature review examines how Augmented Reality (AR) has been used in foreign language learning. AR is a live view of reality that is augmented by computer-generated sound, image, or videos. It allows the user to interact with the real physical environment in an enhanced way. This study provides an overview of what AR is, its history, different definitions, and how it has been used in education in general. It summarizes how AR has been used in all aspects of foreign language education, including skill development (listening, speaking, reading and writing), vocabulary, grammar, culture, the aspect of affect in language learning, what AR tools were used, and a discussion of the advantages and disadvantages of AR in language learning. At the end of the article, the author suggests further research needed to support the widespread adoption of AR in foreign language education in general and in Chinese-as-a-Foreign-Language, specifically.
The effect of augmented reality games on English as foreign language motivation
E-Learning and Digital Media, 2019
Today, educational practices are being designed and varied due to advance of millennium generation who tend to use mobile technologies in every aspect of their lives. Accordingly, growing interest towards mobile learning in education brings several opportunities and advantages for English as foreign language teachers and learners. Augmented reality, which is another growing phenomenon on mobile devices, is a technology that incorporates digital information such as images, video, and audio into real-world spaces. As a part of mobile learning, augmented reality technique has potential to facilitate learning through enjoyment over learning tasks, engagement and motivation. Designed in descriptive survey model, this study intended to assess English as a foreign language learners' subjective experience regarding the implementation of augmented reality-based learning materials in their language classes with a game-based approach in Anadolu University, Turkey. The analysis of the questionnaire items showed that most of the students accepted the activities in augmented learning environment highly motivating and enjoyable , which is common in augmented reality research.
2013
Augmented Reality adds a layer of digital information to a live direct or indirect view of a real-world environment. Of late, many claims have been made about the potential of augmented reality software in education. Technically such software may offer many exciting features but little research has been done into the teaching and learning foundations upon which it is built. This is problematic because in a time of budget cuts, on the one hand, and ever increasing examples of such software, on the other, educators do not have available to them an objective framework that they can use to evaluate the potential pedagogical usefulness of such software. Furthermore, technical developers have little guidance as to the pedagogical expectations of educators. By focusing on the area of foreign language teaching this article takes a first step towards addressing this research gap by proposing an evaluative framework that has been constructed with reference to teaching and learning scholarship...
Teacher Educators Perspectives on The Use of Augmented Reality for Foreign Language
2021
The purpose of this research is to share reflections on Augmented Reality (AR) technology as an upgrade tool for foreign language development. Exploring the short but considerable literature research, this post discusses AR technology for the rise in the philosophy of upgrading, upgrading teacher nursery in position, teachers, pupils, customs, infrastructure, and sustainability, using the framework of activities outlines the suitability of the use of upgrading technology in development programs. For analysis, AR technology has essential benefits for language development; however, it is not suitable for all language types. Not only that, but this information also offers solid recommendations for activities that are enhanced with AR in 4 skills as well as language-specific applications. This information has some relevance for instructors, teachers, researchers, and creators of Augmented reality content
Augmented Reality Digital Technologies (ARDT) for Foreign Language Teaching and Learning
The present study focuses on Augmented Reality and its role in language education. It has often been claimed that emerging technologies have great potential to improve language learning and increase learner performance. While their digital capabilities are almost limitless, to our knowledge, no study has been conducted to measure their effectiveness on actual language learners. In this paper we report and discuss our ongoing work on the design, management, and implementation of Augmented Reality experiences for foreign language instruction. We concentrate on the beginner's level Spanish course for which we have used Aurasma, an augmented reality app for mobile devices [1]. The project has a threefold purpose: 1) to increase second language learners' motivation, 2) to measure statistically the effectiveness of this technology in classroom settings, and 3) to contribute to our knowledge of digital technology and language instruction.
Augmented Reality Games and Motivation in Language Learning
Association for the Advancement of Computing in Education (AACE), 2018
Today educational practices are being designed and varied due to advance of millennium generation who tend to use mobile technologies in every aspect of their lives. Accordingly, growing interest towards mobile learning in education brings several opportunities and advantages for English as Foreign Language teachers and learners. Augmented reality, which is another growing phenomenon on mobile devices, is a technology that incorporates digital information such as images, video and audio into real-world spaces. As a part of mobile learning, augmented reality technique has potential to facilitate learning through enjoyment over learning tasks, engagement and motivation. Designed in descriptive survey model, this study intended to assess English language learners' subjective experience regarding the implementation of augmented reality-based learning materials in their language classes with a game-based approach in Anadolu University, Turkey. The analysis of the questionnaire items showed that most of the students accepted the activities in augmented learning environment highly motivating and enjoyable, which is a similar finding in augmented reality research.
2017
The 2011 Horizon Report predicted it would take two or three years for augmented reality to be adopted in the field of education. On the other hand, a couple of decades have gone by since publication of the relevant essays by Milgram (1994) and Azuma (1997), which defined AR's basic characteristics. Nonetheless, despite the amount of research done since then, we are still far from being able to affirm that AR has been genuinely assimilated into the world of education. Thus it seems necessary to work towards effective use of AR in the classroom that would realize its potential through a learning ecosystem based on concepts such as m-learning, learning by doing, and contextualized learning. Starting from this theoretical standpoint, this article describes the experience of a group of students of Spanish as a Foreign Language in a university business school. The task consisted in the creation of an academic itinerary, enriched by augmented reality, which would offer new students a digital, geolocated tour with important information for their future studies. Results suggest that simple AR tasks that can be replicated in any other academic institution can generate student satisfaction and interest in the work done as well as significant, creative language learning, in context.