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Online English Direction Phases Learning Through a Virtual Reality Tour During the COVID-19 Pandemic

COVID-19疫情期間線上虛擬實境英語方向片語學習

摘要


Learning how to give and follow directions in English is a critical topic in English as a Foreign Language (EFL) courses. However, this nonverbal topic is commonly taught verbally in the classroom using pencil-and-paper exercises. Field trips are one method of studying English direction phrases in real life, and this method provides several advantages to students compared with learning through textbooks. Unfortunately, as a result of the coronavirus disease 2019 (COVID-19) pandemic, field excursions for students have become rare. This study investigated the effect of a virtual reality (VR) tour at the National Palace Museum in Taiwan on the acquisition of direction phrases and assessed students' achievement and acceptance of the VR tour. The participants comprised 56 Taiwanese elementary school students aged 9 to 12 years, who were divided into an online VR learning experimental group and a traditional paper-based control group. Both groups improved following English instruction, but the experimental group had significantly higher posttest scores than the control group. Most of the experimental group students expressed usefulness, and ease of use with the 720°VR National Palace Museum Tour.

並列摘要


學習如何用英語給出和遵循指示是以英語為第二外語的課程的主題之一。然而,這個主題通常在課堂上一般是透過傳統紙筆來教授,透過校外教學實地考察可以提供學生在情境中實際應用英語方向片語,彌補課堂紙筆教學的不足。然而,由於2019年冠狀病毒(coronavirus disease 2019, COVID-19)的流行,許多學校和學生很少有機會進行實地考察。本研究使用故宮博物院虛擬現實引導系統進行線上實地考察,探究其對英語方向片語學習成效和科技接受度的表現。這項研究的參與者是56名9~12歲的臺灣小學生,分為線上虛擬實境(virtual reality, VR)教學的實驗組和傳統紙筆教學的對照組。研究結果顯示,兩組在教學後成績都有進步,實驗組高於對照組,且實驗組大多數學生對720°VR導覽系統表示有幫助及容易使用。

參考文獻


Huang, C.-F., Chen, Z.-H., & Chen, H. H.-J. (2021). Virtual English village: Using a situational, task-based 3D game to enhance students’ English learning. Research of Educational Communications and Technology, 127, 1-15. https://doi.org/10.6137/RECT.202112_(127).0001
Yeh, C.-F., & Yang, H.-H. (2021). Applying virtual reality learning and digital game learning in local culture courses for elementary school students: Empirical study on learning effectiveness and local cultural identity. Research of Educational Communications and Technology , 126, 1-19. https://doi.org/10.6137/RECT.202108_(126).0001
Shyu , H.- Y. , & Kuo, Y. - C . (2020) . Development of quality assurance criteria for evaluating VR digital materials. Research of Educational Communications and Technology, 123, 1-19. https://doi.org/10.6137/RECT.202008_(123).0001
Alfadil, M. (2020). Effectiveness of virtual reality game in foreign language vocabulary acquisition. Computers & Education, 153, Article 103893. https://doi.org/10.1016/j.compedu.2020.103893
Al-Nofaie, H. (2020). Saudi university students’ perceptions towards virtual education during COVID-19 pandemic: A case study of language learning via blackboard. Arab World English Journal, 11(3), 4-20. https://doi.org/10.24093/awej/vol11no3.1

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