Journal
COMPUTERS & EDUCATION
Volume 153, Issue -, Pages -Publisher
PERGAMON-ELSEVIER SCIENCE LTD
DOI: 10.1016/j.compedu.2020.103893
Keywords
Vocabulary learning acquisition; Virtual reality game; Virtual environment; Samsung gear VR; House of languages
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This study explored the influence of the virtual reality (VR) game House of Languages on the English as a Foreign Language (EFL) vocabulary acquisition of intermediate school students. A quasi-experimental design helped determine the impact of the VR intervention on the learning process over the traditional EFL vocabulary acquisition method. A nonrandom convenience sample of (n = 64) male students was divided into an experimental group and control group; each group contained (n = 32) students. The findings from this study of independent t-tests at the end of the experimental period indicated that students using the VR game House of Languages had greater achievement in vocabulary acquisition than those using the traditional method of vocabulary acquisition. This study seeks to create awareness among educators that the use of the new VR technology as an effective vocabulary acquisition method in the learning process could be engaged to improve vocabulary acquisition and go beyond previous methods to enhance the degree of achievement in classroom.
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