A Study of Vocabulary Learning Using Annotated 360° Pictures
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| Title: | A Study of Vocabulary Learning Using Annotated 360° Pictures |
|---|---|
| Language: | English |
| Authors: | Kevin Papin (ORCID |
| Source: | Computer Assisted Language Learning. 2024 37(5-6):1108-1135. |
| Availability: | Routledge. Available from: Taylor & Francis, Ltd. 530 Walnut Street Suite 850, Philadelphia, PA 19106. Tel: 800-354-1420; Tel: 215-625-8900; Fax: 215-207-0050; Web site: http://www.tandf.co.uk/journals |
| Peer Reviewed: | Y |
| Page Count: | 28 |
| Publication Date: | 2024 |
| Document Type: | Journal Articles Reports - Research |
| Education Level: | Higher Education Postsecondary Education |
| Descriptors: | Foreign Countries, College Students, French, Second Language Learning, Computer Simulation, Visual Aids, Learner Engagement, Vocabulary Development, Definitions |
| Geographic Terms: | Canada |
| DOI: | 10.1080/09588221.2022.2068613 |
| ISSN: | 0958-8221 1744-3210 |
| Abstract: | Second language (L2) learning research suggests that virtual reality (VR) has the potential to enhance the development of language skills due to its immersive nature and its situated learning opportunities. This quantitative, between-subjects study compared the effectiveness of three learning conditions. University students (N = 63) studied vocabulary annotated on: (1) 360° pictures viewed using a VR headset, (2) 360° pictures viewed on a desktop monitor, and (3) standard two-dimensional (2D) pictures viewed on a desktop monitor (control condition). After the experiment, the students completed productive and receptive posttests measuring vocabulary recall. Through multiple analyses of variance (MANOVA), the study revealed that learning new vocabulary with annotated 360° pictures viewed on a desktop monitor is associated with significantly higher posttests scores, compared with learning using a VR headset or standard 2D pictures. Kruskal-Wallis H tests showed vocabulary learning with 360° to be engaging, but effective only when studied on the 2D monitor. This study has practical implications for VR-assisted language learning and for the design of teaching materials to enhance L2 vocabulary learning. |
| Abstractor: | As Provided |
| Entry Date: | 2024 |
| Accession Number: | EJ1433638 |
| Database: | ERIC |
| Abstract: | Second language (L2) learning research suggests that virtual reality (VR) has the potential to enhance the development of language skills due to its immersive nature and its situated learning opportunities. This quantitative, between-subjects study compared the effectiveness of three learning conditions. University students (N = 63) studied vocabulary annotated on: (1) 360° pictures viewed using a VR headset, (2) 360° pictures viewed on a desktop monitor, and (3) standard two-dimensional (2D) pictures viewed on a desktop monitor (control condition). After the experiment, the students completed productive and receptive posttests measuring vocabulary recall. Through multiple analyses of variance (MANOVA), the study revealed that learning new vocabulary with annotated 360° pictures viewed on a desktop monitor is associated with significantly higher posttests scores, compared with learning using a VR headset or standard 2D pictures. Kruskal-Wallis H tests showed vocabulary learning with 360° to be engaging, but effective only when studied on the 2D monitor. This study has practical implications for VR-assisted language learning and for the design of teaching materials to enhance L2 vocabulary learning. |
|---|---|
| ISSN: | 0958-8221 1744-3210 |
| DOI: | 10.1080/09588221.2022.2068613 |