A quantitative research on gamifying vocabulary acquisition and retention in virtual reality
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 Mi...
| Main Authors: | , , |
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| Format: | Journal Article |
| Published: |
2023
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| Online Access: | http://hdl.handle.net/20.500.11937/90686 |
| Summary: | 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. |
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