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研究生: 戴孜伃
Tai, Tzu-Yu
論文名稱: 行動虛擬實境對英語學習者字彙學習與聽力理解之效應
The Impact of Mobile Virtual Reality on EFL Learners’ Vocabulary Learning and Listening Comprehension
指導教授: 陳浩然
Chen, Hao-Jan
學位類別: 博士
Doctor
系所名稱: 英語學系
Department of English
論文出版年: 2019
畢業學年度: 107
語文別: 英文
論文頁數: 320
中文關鍵詞: 行動虛擬實境第二外語研習得字彙學習聽力理解
英文關鍵詞: mobile VR, EFL, vocabulary, listening comprehension
DOI URL: http://doi.org/10.6345/DIS.NTNU.DE.001.2019.A07
論文種類: 學術論文
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  • 英語聽力對台灣學生而言,是一項非常艱鉅的工作。不僅因為他們是外語學習者,更因聽力的過程緊湊而不能暫停,卻缺乏實境聽力訓練、足夠的字彙量、多媒體的善用,所以遭遇很多問題。隨著電腦科技的進步,虛擬實境提供了學習者許多不同於以往的學習經驗和機會,但是關於行動虛擬實境對於英語為第二外語學習者的聽力理解和字彙學習之相關研究仍然有限,需要更多實證研究來驗證行動虛擬實境對學習英語的效益。本論文包括兩項研究:第一項研究旨在探討行動虛擬實境對英語學習者字彙學習與聽力理解之成效,第二項研究旨在探討同儕共學對英語學習者在行動虛擬實境中字彙學習與聽力理解的學習成效與影響。此外,以上二項研究皆同時檢視英語學習者的學習動機。
    第一項研究受試者為49名國中七年級學生,依班級隨機分配為實驗組(虛擬實境組)和控制組(影片組)。實驗組藉由頭帶式顯示器讓受試者身歷其境和虛擬人物互動;對照組使用電腦觀看影片。第二項研究受試者為22名國中七年級學生,依英語程度配對分組。各組其中一位使用頭帶式顯示器,另一位透過電腦觀看同儕實際互動實況。透過量化和質化研究方法收集資料,包括受試者在英語字彙和聽力理解測試中的表現,以及對問卷和訪談的回應。
    第一項研究結果顯示,行動虛擬實境對學習者的字彙學習和聽力理解有顯著影響,其中實驗組的學習成效較佳。從問卷調查和訪談分析發現,多數受試者認為行動虛擬實境能提升學習動機。在字彙學習方面,因3D虛擬實境富含多元視覺刺激,以及多媒體輔助工具,讓學習者之投入程度較高,故能提升語意和語用學習成效;在聽力理解方面,因3D虛擬實境能使受試者產生身歷其境的體驗,並有臨場感和擬真效果,以及與虛擬人物互動,故能提升聽力理解並發展較高層次分析、運用思考能力。相對地,控制組因以觀看影片為學習方式,部分受試者覺得觀看影片為日常例行的教學活動,較無新鮮感,內容較無趣,也較少情境刺激及互動的機會,故只會選擇性觀看,造成學習效果較差。
    第二項研究結果顯示,實驗組雖然在字彙學習和聽力理解有比較好的表現,但與控制組相較之下,並無顯著差異。近半數受試者表示:同儕在旁一起學習,易分心,講英語會緊張,反而造成干擾和焦慮,減弱行動虛擬實境學習效果。相對地,控制組因對實況轉播實驗組在虛擬實境互動情形的影片感到興趣,更專心投入,因而有助其學習成效。
    綜上,本論文證實了行動虛擬實境能使學習者在字彙學習和聽力理解上的提升,並增強其學習動機。從實務教學觀點,本研究建議將行動虛擬實境應用於英語教學,藉由擬真的生活情境和虛擬人物互動,營造外語學習情境,能有效提升學生字彙學習與聽力理解。此外,教師在設計行動虛擬實境分組學習活動時,應審慎評估同儕可能造成的交互影響。

    關鍵字: 行動虛擬實境,第二外語研習得,字彙學習,聽力理解

    Listening is often considered difficult and leads to anxiety among EFL learners in Taiwan. In addition to the limited exposure to English in authentic contexts and insufficient opportunities for authentic communication, limited vocabulary is a main difficulty EFL learners face in listening. Although recent advances in computer technology provides numerous alternative pedagogical opportunities for superior learnig experiences that are impossible to create in a traditional classroom, it is crucial to find out which media presentation produce the best results for English vocabulary learning and listening comprehension. Therefore, this dissertation aimed to investigate the impact of mobile VR on adolescent EFL learners’ vocabulary learning, listening comprehension, and perception. Futhermore, few studies explore the effects of different grouping on mobile VR-mediated language learning. The pros and cons of peer presence remain undetermined while students are learning in an immersive mobile VR environment. Hence, the impact of paired mode of mobile VR language learning on EFL learners’ vocabulary learning and listening comprehension was also examined.
    This dissertation comprises two studies. Study 1 investigated the effects of mobile VR on adolescent EFL learners’ vocabulary learning and listening comprehension. Forty-nine seventh graders were recruited from two classes. They were randomly assinged to either the experimental or control group. The experimental group interacted with the VR app Mondly using Samsung Gear VR. The control group watched the walkthrough video, which was identical in content to the VR app but had a different presentation mode as it was viewed on a computer screen. Study 2 examined whether the paired mode of mobile VR learning facilitated or hindered EFL learners’ vocabulary learning and listening comprehension. There were 22 seventh graders, who were paired. One participant in each pair was randomly assigned to either play Mondly or watch an identical video stream of their partners’ real-time interaction in the mobile VR environment.
    The results of statistical analyses indicated that mobile VR facilitated EFL learners’ vocabulary learning and listening comprehension in Studies 1 and 2. Further analysis revealed that there did not seem to be a positive paired-mode effect of mobile VR learning, which could be attributed to peer interference, such as distracted attention, increased speaking anxiety, and individual differences, and thus abated the VR effect. The qualitative analyses of the participants’ replies to the perception survey further demonstrated the mobile VR-mediated language learning was enjoyable, motivating, and useful for most VR players. The application of mobile VR in the classroom involved goal-oriented communication in an authentic context, high interactivity, active first-person participation, deeper engagement, individualization, and the construction of knowledge under a social constructivist point of view. These are the main features required to attract and motivate learners to learn better in a VR learning environment.
    In conclusion, mobile VR encompasses various benefits in facilitating vocabulary learning and listening comprehension, and consists of motivating elements as well. Therefore, mobile VR is highly recommended to be used in EFL vocabulary and listening instruction. Various scenarios in interactive mobile VR platform can offer teachers readily accessible teaching materials and immerse language learners in simulated real-life contexts for meaningful communication. However, some noticeable differences deserve further research in the future. They were particularly related to the potential obstacles of peer presence, which hindered the participants from learning effectively.

    Key words: Mobile VR, EFL, vocabulary, listening comprehension

    TABLE OF CONTENTS viii LIST OF TABLES xii LIST OF FIGURES xv CHAPTER ONE INTRODUCTION 1 Background 1 Purposes of the Study 11 Research Questions 13 Significance of the Study 14 CHAPTER TWO LITERATURE REVIEW 15 VR and Language Learning 15 Computer-Assisted Language Learning 15 The Development of VR Application 16 VR Features and Language Educational Potentials 19 Simulation 20 Immersion 20 Presence 21 Interactivity 22 Experience 23 VR Empirical Studies on Language Learning 25 Affective Reaction 25 Social Interaction 26 Learning Outcomes 29 VR Assisted Vocabulary Learning 39 VR Assisted Listening Comprehension 45 Summary of Chapter Two 50 CHAPTER THREE METHOD 54 Research Design 54 Participants 58 Study 1 58 Study 2 61 Instruments 64 Learning Tools 65 Learning Materials 69 Pedagogical Foundations of Mondly 74 Description of the Treatment to the VR Players 76 Measurement of English Proficiency and Prerequisite Vocabulary Knowledge 90 Measurement of Learning Performance 92 Vocabulary Posttest 92 Listening Comprehension Posttest 92 Free Recall 95 Listening Comprehension and Vocabulary Delayed Posttest 95 Participants’ Opinion Survey 96 Demographic Questionnaire 96 MVRLL Questionnaire 96 Semi-structured Interview 98 Procedure 99 Study 1 100 Study 2 101 Data Analysis 103 CHAPTER FOUR RESULTS AND DISCUSSION 106 Study 1 106 Descriptive Statistics Related to Participants’ Performance on Vocabulary Tests 106 Descriptive Statistics Related to Participants’ Performance on Listening Comprehension Tests 114 Descriptive Statistics Related to Participants’ Performance on Recalls 120 Study 2 127 Descriptive Statistics Related to Participants’ Performance on Vocabulary Tests 127 Descriptive Statistics Related to Participants’ Performance on Listening Comprehension Tests 135 Descriptive Statistics Related to Participants’ Performance on Recalls 140 Descriptive Statistics Related to VR Players’ Perception of Mobile VR for Vocabulary Learning and Listening Comprehension 146 Simulation 149 Immersion 150 Interactivity 150 Presence 151 Experience 152 Motivation 153 Results of the Participants’ Interviews 154 Analysis of the VR Players’ Interviews 154 Analysis of the Video Watchers’ Interviews 203 Comparison of the VR Players’ and Video Watchers’ Interviews 215 Summary and Discussion of the Major Findings in the Study 217 Participants’ Vocabulary Learning through Mobile VR Mediation 217 Contextualized Vocabulary Learning 219 Engagement and Interaction with Vocabulary 220 Collaborative Scaffolding from the Virtual Characters 222 Incidental Vocabulary Learning from Caption-Reading while Listening 222 Participants’ Listening Comprehension through Mobile VR Mediation 223 Authenticity of Immersive VR Context 225 Active Participant Presence 226 Interactive Listening 227 Reduced Listening Anxiety 228 Learning Support 229 Participants’ Recall through Mobile VR Mediation 230 Participants’ Perception Survey Results 235 Conclusion 241 CHAPTER FIVE CONCLUSIONS 244 Summary of the Major Findings 244 Implications of the Study 249 Theoretical Significance 249 Involvement Load Hypothesis 250 Constructivism 250 Interaction Hypothesis 250 Social Cognitive Motivational Theory 251 Pedagogical Significance 252 Vocabulary Implications 252 Listening Implications 252 Crucial Role of Teacher in Mobile VR Language Learning 253 Paired-Mode Mobile VR Language Learning 254 Technology Implications 255 Learning Support Implications 256 Limitations and Implications for Future Research 258 Caveats with Regard to Intervention Time 259 Caveats with Regard to Participants 260 Caveats with Regard to Language Skills 260 Caveats with Regard to Instruments 261 REFERENCES 263 APPENDICES 289 Appendix A Scripts of the Five Scenarios 289 Appendix B Vocabulary Pretest 298 Appendix C Vocabulary Posttest 300 Appendix D Listening Comprehension Posttest 302 Appendix E Free Recall 305 Appendix F Vocabulary Delayed Posttest 306 Appendix G Listening Comprehension Delayed Posttest 308 Appendix H Demographic Questionnaire (Chinese Version) 311 Appendix I Demographic Questionnaire (English Version) 313 Appendix I MVRLL Questionnaire (Chinese Version) 315 Appendix K MVRLL Questionnaire (English Version) 317 Appendix L Semi-Structured Interview Questions 319

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