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 |
| _version_ | 1848765409721843712 |
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| author | Sahinler, Muleyke Chen, Julian Williams, P. John |
| author_facet | Sahinler, Muleyke Chen, Julian Williams, P. John |
| author_sort | Sahinler, Muleyke |
| building | Curtin Institutional Repository |
| collection | Online Access |
| description | 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. |
| first_indexed | 2025-11-14T11:34:48Z |
| format | Journal Article |
| id | curtin-20.500.11937-90686 |
| institution | Curtin University Malaysia |
| institution_category | Local University |
| last_indexed | 2025-11-14T11:34:48Z |
| publishDate | 2023 |
| recordtype | eprints |
| repository_type | Digital Repository |
| spelling | curtin-20.500.11937-906862023-04-03T01:10:24Z A quantitative research on gamifying vocabulary acquisition and retention in virtual reality Sahinler, Muleyke Chen, Julian Williams, P. John 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. 2023 Journal Article http://hdl.handle.net/20.500.11937/90686 10.56297/BKAM1691/DFXC4759 fulltext |
| spellingShingle | Sahinler, Muleyke Chen, Julian Williams, P. John A quantitative research on gamifying vocabulary acquisition and retention in virtual reality |
| title | A quantitative research on gamifying vocabulary acquisition and
retention in virtual reality |
| title_full | A quantitative research on gamifying vocabulary acquisition and
retention in virtual reality |
| title_fullStr | A quantitative research on gamifying vocabulary acquisition and
retention in virtual reality |
| title_full_unstemmed | A quantitative research on gamifying vocabulary acquisition and
retention in virtual reality |
| title_short | A quantitative research on gamifying vocabulary acquisition and
retention in virtual reality |
| title_sort | quantitative research on gamifying vocabulary acquisition and
retention in virtual reality |
| url | http://hdl.handle.net/20.500.11937/90686 |