Virtual reality in problem‐based learning contexts: Effects on the problem‐solving performance, vocabulary acquisition and motivation of English language learners.

Learning a foreign language requires interaction with language input while involved in a task. Given that problem‐based learning (PBL) offers hands‐on application in realistic contexts, and that virtual reality (VR) enables learners to interact with multiple modalities of information, this study exa...

Descripción completa

Detalles Bibliográficos
Publicado en:Journal of Computer Assisted Learning Vol. 37; no. 3; pp. 851 - 861
Autores principales: Chen, Ching‐Huei, Hung, Hsiu‐Ting, Yeh, Hui‐Chin
Formato: pictorial questionnaire/scale research tables/charts randomized controlled trial Journal Article
Publicado: Wiley-Blackwell Jun2021
Acceso en línea:Ver este registro en EBSCOhost
fields @attributes:
  recordID: 1
pdfLink:
plink: https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=150251506&site=ehost-live
header:
  @attributes:
    shortDbName: ccm
    uiTerm: 150251506
    longDbName: CINAHL Complete
    uiTag: AN
  controlInfo:
    bkinfo:
    dissinfo:
    jinfo:
      jid:
        02664909
        6M1
      jtl: Journal of Computer Assisted Learning
      issn: 02664909
      maglogo: Y
    pubinfo:
      dt: Jun2021
      vid: 37
      iid: 3
      pid: 480
      pub: Wiley-Blackwell
      place: Malden, Massachusetts
    artinfo:
      ui:
        150251506
        148535973
        150251506
        150251506
        10.1111/jcal.12528
        150251506
      ppf: 851
      ppct: 10
      formats:
      tig:
        atl: Virtual reality in problem‐based learning contexts: Effects on the problem‐solving performance, vocabulary acquisition and motivation of English language learners.
      aug:
        au:
          Chen, Ching‐Huei
          Hung, Hsiu‐Ting
          Yeh, Hui‐Chin
        affil: Department of Industrial Education and Technology, National Changhua University of Education, Changhua, Taiwan
      sug:
        subj:
          English as a Second Language Education
          Learning Methods
          Problem-Based Learning
          Virtual Reality
          Vocabulary
          Skill Acquisition
          Motivation
          Outcomes of Education
          Problem Solving Evaluation
          Human
          Descriptive Statistics
          Randomized Controlled Trials
          Random Assignment
          Questionnaires
          Engineering
          Taiwan
          Multimethod Studies
          Quantitative Studies
          Analysis of Variance
          Qualitative Studies
          Analysis of Covariance
          Students, Undergraduate
          Student Attitudes
      ab: Learning a foreign language requires interaction with language input while involved in a task. Given that problem‐based learning (PBL) offers hands‐on application in realistic contexts, and that virtual reality (VR) enables learners to interact with multiple modalities of information, this study examines how the integration of VR technology into PBL contexts affects students' motivation for, problem‐solving during, and vocabulary acquisition in learning English as a foreign language (EFL). A total of 84 engineering majors who enrolled in a course of English for specific purposes were randomly assigned to either an experimental group or a control group. Students in the experimental group participated in a VR‐assisted PBL context, in which they were to view a PBL scenario using VR technology and then to create VR videos about solving the given problems. Those in the control group participated in a PBL context without the use of VR technology for viewing and solving the identical scenario. After the intervention, all the students wrote a problem‐solving analysis, took a vocabulary knowledge test, completed a learning motivation questionnaire, and participated in individual interviews. The results showed that the students in the experimental group significantly outperformed those in the control group in terms of vocabulary acquisition, and were more motivated to learn English related to their future careers, whereas there was no significant difference in the problem‐solving performance of the two groups. Implications of these findings highlight the value of engaging EFL learners in immersive environments for contextualized learning through the integrated use of VR and PBL. Lay Description: What is already known about this topic?: Virtual reality (VR) technology has been shown to enhance students' knowledge and skills in STEM fields.Problem‐based learning (PBL) has been widely used in medical education but not so much in foreign language education.English as a foreign language (EFL) students usually have very limited access to the target language beyond the classroom, thus lack a motivating reason for them to learn English after graduation. What this paper adds?: The VR‐assisted PBL approach proposed in this study was found to significantly enhance the EFL students' specialized vocabulary knowledge.The VR‐assisted PBL approach was found to motivate and sustain the EFL students' interest in career English.Exposing the EFL students to PBL contexts was capable of developing their problem‐solving performance, regardless of VR integration. Implications for practice and/or policy: The proposed approach has the potential to facilitate student learning in EFL education, particularly English for occupational purposes.EFL educators may apply the VR‐assisted PBL approach to narrow the gap between language classrooms and workplace contexts by immersing students in authentic contexts that were relevant to their occupational knowledge and workplace English.
      pubtype: Academic Journal
      doctype:
        pictorial
        questionnaire/scale
        research
        tables/charts
        randomized controlled trial
        Journal Article
      ougenre: Article
    language: English
    refInfo:
    holdings:
      @attributes:
        islocal: N