簡易檢索 / 詳目顯示

研究生: 吳芝螢
Wu, Chih-Ying
論文名稱: 探討頭戴式虛擬實境對英語聽力、口說的影響
The Impact of Head Mounted Display Virtual Reality on EFL Learners’Listening and Speaking Skills
指導教授: 陳浩然
Chen, Hao-Jan
口試委員: 陳浩然
Chen, Hao-Jan
林至誠
Lin, Chih-Cheng
戴孜伃
Tai, Tzu-Yu
口試日期: 2023/07/06
學位類別: 碩士
Master
系所名稱: 英語學系
Department of English
論文出版年: 2024
畢業學年度: 112
語文別: 英文
論文頁數: 134
中文關鍵詞: 頭戴式虛擬實境第二外語習得英語聽力英語口說
英文關鍵詞: HMD-VR, EFL, English Listening, English Speaking
研究方法: 行動研究法
DOI URL: http://doi.org/10.6345/NTNU202400694
論文種類: 學術論文
相關次數: 點閱:238下載:0
分享至:
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報
  • 隨著科技日新月異,越來越多研究致力於探討新興科技對於英語學習的影響與發展。近年來,頭戴式虛擬實境裝置儼然成為熱門的話題。在這個強調以學習者為本位的時代,英語學習已不再只是教室內的課題,更重要的是培養學習者的自主學習能力。英語聽力與口說能力,對於英語學習者而言是非常有挑戰性的。不同於單字與閱讀可以獨立習得,學習環境往往缺乏真實語境的聽力與口說練習。不僅是環境,練習得對象也是重要的因素之一。
    本研究旨在探討頭戴式虛擬實境裝置對於英語聽力與口說的影響,並同時檢視學習者對於頭戴式虛擬實境裝置與電腦版虛擬實境的學習動機是否存在差異。本研究的受試者為28名來自台灣北部一所大學的成年學習者,年齡介於18至25歲,所有參與者的母語為中文,且皆未曾有過出國留學的經驗。為確保兩組之間的英語程度相當,研究者利用參與者的聽力前測成績,將受試者平均分配至頭戴式裝置組與電腦學習組,並舉行為期六週的自學活動。
    研究結果顯示,頭戴式裝置組在六週自學活動後,聽力成績有所進步;口說方面,兩組的成績卻有退步的跡象,但在統計結果上並無顯著差異。頭戴式裝置組與電腦學習組的學習者對於使用學習軟體練習聽力與口說的自學活動均持正向的回饋。其中,頭戴式裝置組的學習者表明沈浸式的學習環境可以使其更專注於學習內容、降低學習焦慮,進而增強學習聽力與口說的意願。

    本研究建議,藉由擬真的學習環境和虛擬人物的互動,能有效達到沈浸式學習的效果,提升聽力與口說的學習動機,進而達到自主學習的成效。此外,若將頭戴式裝置應用於自學活動中,應審慎評估長期的學習活動中,學習者可能因裝置的穿戴與不便進而影響其學習意願。

    More and more research are being conducted to investigate the impact and evolution of emerging technologies on English language learning as technology advances. Head-mounted display virtual reality (HMD-VR) has become a popular topic in recent years. In this age of learner-centered education, the classroom is no longer the focal point of English instruction; instead, developing independent learning skills is paramount. Listening and speaking in English is difficult for English language learners. Unlike vocabulary and reading skills, which can be learned independently, the learning environment frequently lacks contextualized listening and speaking practice in real-world situations. In addition to the environment, the intended audience is also an essential factor.
    This study aimed to examine the effects of HMD-VR on English listening and speaking and whether there are differences in learners' motivations for learning with HMD-VR versus desktop-based virtual reality. The subjects in this study were 28 adult learners, aged 18-25, from a university in northern Taiwan; all spoke Mandarin Chinese as their native language and had no previous experience studying abroad. To ensure that English proficiency was comparable between the two groups, participants were divided equally between the HMD-VR group and the desktop-VR group using their listening pre-test scores. A six-week self-learning activity was conducted.
    After six-week invention, the HMD-VR group improved in listening, while both groups showed regression in speaking. However, there was no statistically significant difference between the groups. The HMD-VR and the desktop-VR groups provided positive feedback on the self-study activity using learning software, ImmerseMe. Notably, the HMD-VR group reported that the immersive learning environment enhanced their ability to concentrate on the learning material, decreased anxiety, and increased their motivation to learn to listen and speak.
    The findings from this research suggest that an immersive learning environment and the interaction of virtual characters can effectively accomplish immersive learning, increase the motivation for listening and speaking, and thus increase the efficacy of self-directed learning. In addition, if head-mounted devices are used in self-learning activities, the wear ability and inconvenience of the devices may impact the learners' motivation to engage in long-term learning activities.

    Acknowledgements i 摘要 ii Abstract iv CHEPTER ONE: INTRODUCTION- 1 - 1.1 Background - 1 - 1.2 Purposes of the Study - 4 - 1.3 Research Questions - 7 - 1.4 Significance of the Study - 7 - 1.5 Organization of the Study - 8 - CHEPTER TWO: LITERATURE REVIEW- 9 - 2.1 Virtual Reality and Language Learning- 9 - 2.1.1 Features and Potentials of Virtual Reality in Language Learning- 11 - 2.1.1.1 Virtual Reality Assisted Vocabulary Learning- 12 - 2.1.2 Head Mounted Display (HMD) VR- 13 - 2.2 Virtual Reality Assisted Listening- 14 - 2.3 Virtual Reality Assisted Speaking- 16 - CHEPTER THREE: METHOD- 19 - 3.1 Participants- 19 - 3.2 Instruments- 20 - 3.2.1 Oculus Go - 20 - 3.2.2 ImmerseMe (Language Learning Material)- 21 - 3.2.2.1 Pedagogical Foundations of Immerseme- 23 - 3.3 Data Collection- 24 - 3.3.1 Listening Test- 26 - 3.3.2 Speaking Test- 30 - 3.3.3 Questionnaire- 35 - 3.4 Procedure- 36 - CHEPTER FOUR: RESULTS - 39 - 4.1 Descriptive Statistics on Participants’ Listening Tests- 40 - 4.2 Descriptive Statistics on Participants’ Speaking Tests- 44 - 4.3 Participants’ Interaction on Self-Learning Activity - 49 - 4.3.1 The Active Time With Immerseme- 49 - 4.4 Questionnaire Results - 50 - 4.4.1 Participants’General Perceptions toward the Use of Immerseme- 51 - 4.4.2 Comparison of Participants’ Perception toward Immerseme - 53 - 4.4.3 Participants’ Perceptions of Open-Ended Questions towards Listening- 56 - 4.4.5 HMD-VR Group’s Perceptions towards HMD-VR Devices - 58 - 4.5 Conclusion- 59 - CHEPTER FIVE: DISCUSSION AND CONCLUSION- 62 - 5.1 Summary of Findings - 62 - 5.2 Discussion on Research Finding- 63 - 5.2.1 The Effects of HMD-VR and Desktop-VR on Listening Skill - 63 - 5.2.2 The Effects of HMD-VR and Desktop-VR on Speaking Skill - 66 - 5.2.3 Participants’ Perceptions of Language Learning via Virtual Reality- 70 - 5.3 Limitations of the Study - 71 - 5.4 Pedagogical Implications - 72 - REFERENCES- 75 - APPENDICIES-86- APPENDIX A- Informed Consent Form (Chinese Version)- 85 - APPENDIX B- Questionnaire for HMD-VR Group (Chinese Version)- 87 - APPENDIX C- Questionnaire for Desktop-VR Group (Chinese Version)- 89 - APPENDIX D- Questionnaire for HMD-VR Group (English Version)- 91 - APPENDIX E- Questionnaire for Desktop-VR Group (English Version) - 93 - APPENDIX F- Listening Pre-Test- 95 - APPENDIX G- Listening Post-Test- 107 - APPENDIX H- Speaking Pre-Test- 119 - APPENDIX I- Speaking Post-Test- 127 -

    Alfadil, M. M. (2017). VR game classroom implementation: Teacher perspectives and student. learning outcomes (Unpublished doctoral dissertation). University of Northern Colorado, Greeley. Retrieved from http://digscholarship.unco.edu/dissertations [Google Scholar]
    Alfadil, M. (2020). Effectiveness of virtual reality game in foreign language. vocabulary acquisition. Computers & Education, 153, 103893. doi:10.1016/j.compedu.2020.103893
    Bashori, M., van Hout, R., Strik, H., & Cucchiarini, C. (2022). Web-based language learning and speaking anxiety. Computer Assisted Language Learning, 35(5-6), 1058-1089.https://doi.org/10.1080/09588221.2020.1770293
    Berns A., Gonzalez-Pardo A., Camacho D. (2013). Game - like language learning in 3D virtual environments. Computers & Education, 60(1), 210–220. https://doi.org/10.1016/j.compedu.2012.07.001
    Buttussi, F., & Chittaro, L. (2018). Effects of different types of virtual reality display on presence and learning in a safety training scenario. IEEE Transactions on Visualization and Computer Graphics, 24(2), 1063–1076. https://doi.org/10.1109/TVCG.2017.2653117
    Chen, Y. L. (2016). The effects of virtual reality learning environment on student cognitive and linguistic development. The Asia-Pacific Education Researcher, 25(4), 637-646. https://doi.org/10.1007/s40299-016-0293-2
    Chen, B., Wang, Y., & Wang, L. (2022). The Effects of Virtual Reality-Assisted Language Learning: A Meta-Analysis. Sustainability, 14(6), 3147.
    Chen, M. R. A., & Hwang, G. J. (2020). Effects of experiencing authentic contexts on English speaking performances, anxiety and motivation of EFL students with different cognitive styles. Interactive Learning Environments, 1-21. https://doi.org/10.1080/10494820.2020.1734626
    Chen, C. M., Chen, L. C., & Yang, S. M. (2019). An English vocabulary learning app. with self-regulated learning mechanism to improve learning performance and mo- tivation. Computer Assisted Language Learning, 32(3), 237–260. doi:10.1080/0958822 1.2018.1485708
    Cheng, K. H., & Tsai, C. C. (2019). A case study of immersive virtual field trips in an elementary classroom: Students’ learning experience and teacher - student interaction behaviors. Computers and Education, 140, 103600. https://doi.org/10.1016/j.compedu.2019.103600
    Cobb, T. (n.d). Web vocabprofile. Retrieved from https://www.lextutor.ca/vp/. Coxhead, A. (2000). A new academic word list. TESOL Quarterly, 34(2), 213–238. doi:10.2307/3587951
    Dobson, J. L., & Linderholm, T. (2015). Self-testing promotes superior retention of anatomy and physiology information. Advances in Health Sciences Education, 20(1), 149–161. doi:10.1007/s10459-014-9514-8
    Dunlosky, J., Rawson, K. A., Marsh, E. J., Nathan, M. J., & Willingham, D. T. (2013). Improving students’ learning with effective learning techniques: Promising directions from cognitive and educational psychology. Psychological Science in the Public Interest, 14(1), 4–58. doi:10.1177/1529100612453266
    Ebadi, S., & Ebadijalal, M. (2022). The effect of Google Expeditions virtual reality on EFL learners’ willingness to communicate and oral proficiency. Computer Assisted Language Learning, 35(8), 1975-2000.
    Freina, L., & Ott, M. (2015). A literature review on immersive virtual reality in education: State of the art and perspectives. In Proceedings of the 11th International Scientific Conference “eLearning and Software for Education” (eLSE), 1, (pp. 133-141). https://dx.doi.org/10.12753/2066- 026X-15-020
    Fransson, G., Holmberg, J., & Westelius, C. (2020). The challenges of using head mounted virtual reality in K-12 schools from a teacher perspective. Education and Information Technologies, 25(4), 3383–3404. https://doi.org/10.1007/s10639-020-10119-1
    Golonka, E. M., Bowles, A. R., Frank, V. M., Richardson, D. L., & Freynik, S. (2014). Technologies for foreign language learning: A review of technology types and their effectiveness. Computer assisted language learning, 27(1), 70-105. https://doi.org/10.1080/09588221.2012.700315
    Huang X, Zou D, Cheng G, Xie H. (2021). A Systematic Review of AR and VR Enhanced Language Learning. Sustainability. 13(9):4639. https://doi.org/10.3390/su13094639
    Huang, H. L., Hwang, G. J., & Chang, C. Y. (2020). Learning to be a writer: A spherical video‐based virtual reality approach to supporting descriptive article writing in high school Chinese courses. British Journal of Educational Technology, 51(4), 1386-1405. https://doi.org/10.1111/bjet.12893
    Kartal, G., & Balçikanli, C. (2018). Willingness to communicate and communication anxiety of EFL learners in a virtual world. I - Manager’s Journal of Educational Technology, 15(3),7–25. https://doi.org/10.26634/jet.15.3.14549
    Lan, Y. J., N. S. Chen, P. Li, and S. Grant. (2015). Embodied Cognition and Language Learning in Virtual Environments. Educational Technology Research and Development, 63 (5): 639–644.
    Lan Y. J., Kan Y. H., Sung Y. T., Chang K. E. (2016). Oral - performance language tasks for CSL beginners in second life. Language Learning & Technology, 20(3), 60–79. https://doi.org/10.125/44482
    Lan, Y. J., & Liao, C. Y. (2018). The effects of 3D immersion on CSL students’
    listening comprehension. Innovation in Language Learning and Teaching,
    2(1), 35-46. https://doi.org/10.1080/17501229.2018.1418242
    Lai, K. W. K., & Chen, H. J. H. (2021). A comparative study on the effects of a VR and PC. visual novel game on vocabulary learning. Computer Assisted Language Learning, 1-34. https://doi.org/10.1080/09588221.2021.1928226
    Legault, J., Zhao, J., Chi, Y. A., Chen, W., Klippel, A., & Li, P. (2019). Immersive virtual. reality as an effective tool for second language vocabulary learning. Languages, 4(1), 13.
    Lin, T. J., & Lan, Y. J. (2015). Language learning in Virtual Reality environments: Past, present, and future. Educational Technology & Society, 18(4), 486–497. https://www.jstor.org/stable/jeductechsoci.18.4.486
    Liaw, M.-L. (2019). EFL Learners’ Intercultural Communication in an Open Social Virtual Environment. Journal of Educational Technology & Society, 22(2), 38–55. https://www.jstor.org/stable/26819616
    Ma, M., & Zheng, H. (2011). Virtual reality and serious games in healthcare. In S.Brahnam & L.C.Jain (Eds.), Advanced computational intelligence paradigms in healthcare 6. Virtual reality in psychotherapy, rehabilitation, and assessment (pp. 169–192). Springer. https://doi.org/10.1007/978-3-642-17824-5_9
    Makransky, G., Terkildsen, T. S., & Mayer, R. E. (2019). Adding immersive virtual reality to a science lab simulation causes more presence but less learning. Learning and Instruction, 60, 225–236. https://doi.org/10.1016/j.learninstruc.2017. 12.007
    Merchant, Z., Goetz, E. T., Cifuentes, L., Keeney-Kennicutt, W., & Davis, T. J. (2014). Effectiveness of virtual reality-based instruction on students' learning outcomes in K-12 and higher education: A meta-analysis. Computers & Education, 70, 29-40. https://doi.org/10.1016/j.compedu.2013.07.033
    Moeller, A. J., & Catalano, T. (2015). Foreign Language Teaching and Learning. International Encyclopedia of the Social & Behavioral Sciences: 327–332.
    Nicolaidou, I., Pissas, P., & Boglou, D. (2021). Comparing immersive Virtual Reality to mobile applications in foreign language learning in higher education: a quasi-experiment. Interactive Learning Environments, 1-15. https://doi.org/10.1080/10494820.2020.1870504
    Nobrega, F. A., & Rozenfeld, C. C. D. F. (2019). Virtual reality in the teaching of FLE in a Brazilian public school. Languages, 4(2), 36. https://doi.org/10.3390/languages4020036
    O’Brien, M. G., & Levy, R. M. (2008). Exploration through virtual reality: Encounters with the target culture. Canadian modern language review, 64(4), 663-691. https://doi.org/10.3138/cmlr.64.4.663
    Parmaxi, A. (2020). Virtual Reality in language learning: A systematic review and implications for research and practice. Interactive Learning Environments, 1–13. https://doi.org/10.1080/10494820.2020.1765392
    Parmaxi, A., & Zaphiris, P. (2017). Web 2.0 in computer-assisted language learning: A research synthesis and implications for instructional design and educational practice. Interactive Learning Environments, 25(6), 704–716. https://doi.org/10.1080/10494820.2016.1172243
    Sally Wu, Y.-H., & Alan Hung, S.-T. (2022). The Effects of Virtual Reality Infused Instruction on Elementary School Students’ English-Speaking Performance, Willingness to Communicate, and Learning Autonomy. Journal of Educational Computing Research, 60(6), 1558–1587. https://doi.org/10.1177/07356331211068207
    Seliger, H. W. (1979). On the nature and function of language rules in language teaching. Tesol Quarterly, 359-369. https://doi.org/10.2307/3585883
    Shu, Y., Huang, Y. Z., Chang, S. H., & Chen, M. Y. (2019). Do virtual reality head-mounted displays make a difference? A comparison of presence and self-efficacy between head-mounted displays and desktop computer-facilitated virtual environments. Virtual Reality, 23, 437-446. https://doi.org/10.1007/s10055-018-0376-x
    Stewart, J., & White, D. A. (2011). Estimating guessing effects on the vocabulary levels test for differing degrees of word knowledge. Tesol Quarterly, 45(2), 370-380.
    Solak, E., & Erdem, G. (2015). A content analysis of virtual reality studies in foreign language education. Participatory Educational Research, 2(5), 21-26. https://doi.org/10.17275/per.15.spi.2.3
    Tai, T. Y., Chen, H. H. J., & Todd, G. (2020). The impact of a virtual reality app on. adolescent EFL learners’ vocabulary learning. Computer Assisted Language Learning, 1-26.
    Tai, T. Y., & Chen, H. H. J. (2021). The impact of immersive virtual reality on EFL learners’ listening comprehension. Journal of Educational Computing Research, 59(7), 1272-1293.
    Tanveer, M. (2007). Investigation of the factors that cause language anxiety for ESL/EFL learners in learning speaking skills and the influence it casts on communication in the target language. University of Glasgow, Scotland.
    Tannen, D., & Alatis, J. E. (Eds.). (2003). Georgetown University Round Table on Languages and Linguistics (GURT) 2001: Linguistics, Language, and the Real WorldDiscourse and Beyond. Georgetown University Press.
    Tussyadiah, I. P., Wang, D., Jung, T. H., & tom Dieck, M. C. (2018). Virtual reality, presence, and attitude change: Empirical evidence from tourism. Tourism Management, 66, 140–154. https://doi.org/10.1016/j.tourman.2017.12.003
    Wang, R., Newton, S., Lowe, R.: Experiential learning styles in the age of a virtual. surrogate. Int. J. Arch. Res. ArchNet-IJAR 9, 93–110 (2015). https://doi.org/10.26687/archnet-ijar.v9i3.715
    Wang, Y. F., Petrina, S., & Feng, F. (2017). VILLAGE—Virtual Immersive Language L earning and Gaming Environment: Immersion and presence. British Journal of Educational Technology, 48(2), 431-450. https://doi.org/10.1111/bjet.12388
    Wehner, A. K., Gump, A. W., & Downey, S. (2011). The effects of Second Life on the motivation of undergraduate students learning a foreign language. Computer Assisted Language Learning, 24(3), 277–289. doi:https://doi.org/10.1080/09588221.2010.551757
    Xie Y., Chen Y., Ryder L. H. (2019). Effects of using mobile - assisted virtual reality on Chinese L2 students’ oral proficiency. Computer Assisted Language Learning, 34(3), 225–245. https://doi.org/10.1080/09588221.2019.1604551

    無法下載圖示 電子全文延後公開
    2026/06/30
    QR CODE