Skip to main content

A TEFL Virtual Reality System for High-Presence Distance Learning

  • Conference paper
  • First Online:
Advances in Networked-based Information Systems (NBiS - 2019 2019)

Part of the book series: Advances in Intelligent Systems and Computing ((AISC,volume 1036))

Included in the following conference series:

Abstract

VR technologies can be effective for distance learning. However, currently available virtual reality systems for teaching English as a foreign language (TEFL) are limited: they are often a supplementary experience within a traditional classroom or do not offer a high level of student-teacher interaction. This research considers an HMD-based platform with two linked subsystems to address these issues. The first is a series of high-presence learning scenarios with roles played by the student(s) and teacher through avatars. The second is an interactive web portal within the VR environment that allows for learning, testing, and feedback. In order to assess the potential of this proposed system, student learning outcomes and ease of use are evaluated through preliminary testing, and this research also posits a more comprehensive system for managing longer-term courses.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
$34.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

References

  1. Bonner, E., Reinders, H.: Augmented and virtual reality in the language classroom: practical ideas. Teach. Engl. Technol. 18(3), 33–53 (2018). IATEFL Poland

    Google Scholar 

  2. Mostafa, J.E., Mohsen, H.: Exploiting adventure video games for second language vocabulary recall: a mixed-methods study. Innov. Lang. Learn. Teach. 13(1), 61–75 (2019). Taylor and Francis

    Article  Google Scholar 

  3. Liu, K.: The MORPG-based learning system for multiple courses: a case study on computer science curriculum. Int. J. Distance Educ. Technol. 13(1), 102–123 (2015). IGI Global

    Article  Google Scholar 

  4. Chris, D.: Introduction to virtual reality in education. Themes Sci. Technol. Educ. 2(1–2), 7–9 (2009). The Educational Approaches to Virtual Reality Technologies Laboratory, University of Ioannina

    Google Scholar 

  5. Thorsteinsson, G., Page, T., Lehtonen, M., Ha, J.G.: Innovation education enabled through a collaborative virtual reality learning environment. J. Educ. Technol. 3(3), 10–22 (2006). I-Manager Journals

    Google Scholar 

  6. Kim, H., Ke, F.: OpenSim-supported virtual learning environment: transformative content representation, facilitation, and learning activities. J. Educ. Comput. Res. 54(2), 147–172 (2016). SAGE Publications

    Article  Google Scholar 

  7. Cooper, G., Park, H., Nasr, Z., Thong, L.P., Johnson, R.: Using virtual reality in the classroom: preservice teachers’ perceptions of its use as a teaching and learning tool. Educ. Media Int. 56(1), 1–13 (2019). Routledge

    Article  Google Scholar 

  8. Reitz, L., Sohny, A., Lochmann, G.: Computer-assisted language learning: concepts, methodologies, tools, and applications. Int. J. Game-Based Learn. 6(2), 46–61 (2019). IGI Global

    Article  Google Scholar 

  9. Reitz, L., Sohny, A., Lochmann, G.: VR-Based Gamification of communication training and oral examination in a second language. Int. J. Game-Based Learn. 6(2), 46–61 (2016). IGI Global

    Article  Google Scholar 

  10. Anderson, P.L., Price, M., Edwards, S.M., Obasaju, M.A., Schmertz, S.K., Zimand, E., Calamaras, M.R.: Virtual reality exposure therapy for social anxiety disorder: a randomized controlled trial. J. Consult. Clin. Psychol. 81(5), 751–760 (2013). American Psychological Association

    Article  Google Scholar 

  11. Yildirim, G., Yildirim, S., Dolgunsoz, E.: The Effect of VR and traditional videos on learner retention and decision making. World J. Educ. Technol. Curr. Issues 11(1), 21–29 (2019). SciencePark Research

    Article  Google Scholar 

  12. Mirzaei, M.S., Zhang, Q., van der Struijk, S., Nishida, T.: Language learning through conversation envisioning in virtual reality: a sociocultural approach. In: EuroCALL, Jyväskylä, August 26 2018

    Chapter  Google Scholar 

  13. Willis, J.: A Framework for Task-based Learning, 4th edn. Longman, Harlow (1996)

    Google Scholar 

  14. Bryan, J., Karshmer, E.: Assessment in the one-shot session: using pre- and post-tests to measure innovative instructional strategies among first-year students. Coll. Res. Libr. 74(7), 574–586 (2013). Association of College and Research Libraries

    Article  Google Scholar 

  15. Burton, R.: Quantifying the effects of chance in multiple choice and true/false tests: question selection and guessing of answers. Assess. Eval. High. Educ. 26(1), 41–50 (2001). Routledge

    Article  Google Scholar 

  16. Patton, M.Q.: Qualitative Research & Evaluation Methods, 4th edn, p. 238. SAGE Publications, Thousand Oaks (2002)

    Google Scholar 

  17. Rochlen, L.R., Levine, R., Tait, A.R.: First-person point-of-view-augmented reality for central line insertion training: a usability and feasibility study. Simul. Healthc. 12(1), 57–62 (2001). Routledge

    Google Scholar 

  18. Li, S., Chen, Y., Wittinghill, D.M., Vorvoreanu, M.: A pilot study exploring augmented reality to increase motivation of chinese college students learning English. In: ASEE Annual Conference, Indianapolis, 15–18 June (2014)

    Google Scholar 

  19. Gorham, T., Jubaed, S., Sanyal, T., Starr, E.: Assessing the efficacy of VR for foreign language learning using multimodal learning analytics. In: Professional Development in CALL: A Selection of Papers, EuroCALL Teacher Education SIG, pp. 101–116 (2019)

    Chapter  Google Scholar 

  20. Magaki, T., Vallance, M.: Measuring reduction methods for VR sickness in virtual environments. Int. J. Virtual Pers. Learn. Environ. 7(2), 27–43 (2017). IGI Global

    Article  Google Scholar 

  21. Kaplan-Rakowski, R., Wojdynski, T.: Students’ attitudes toward high-immersion virtual reality assisted language learning. In: EuroCALL, Jyväskylä, 22–25 August 2018

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Steven H. Urueta .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2020 Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Urueta, S.H., Ogi, T. (2020). A TEFL Virtual Reality System for High-Presence Distance Learning. In: Barolli, L., Nishino, H., Enokido, T., Takizawa, M. (eds) Advances in Networked-based Information Systems. NBiS - 2019 2019. Advances in Intelligent Systems and Computing, vol 1036. Springer, Cham. https://doi.org/10.1007/978-3-030-29029-0_33

Download citation

Publish with us

Policies and ethics