Augmented Reality and Virtual Reality: New Frontiers in Technology-Enhanced Language Learning

Augmented Reality and Virtual Reality: New Frontiers in Technology-Enhanced Language Learning

DOI: 10.4018/978-1-6684-8282-7.ch007
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Abstract

Recent technological advances have revolutionized the learning and teaching process. The integration of a particular technology will give limitless opportunities to obtain experiences that would not be otherwise available. Augmented reality (AR) and virtual reality (VR) are becoming more and more popular in education; therefore, educators and academics became interested in investigating their potential as learning environments for many disciplines including language learning. The purpose of this chapter is to discuss different applications of AR and VR in education and language learning. In order to fulfill this aim, different AR and VR technologies and their features were discussed. Furthermore, the affordances and challenges of AR and VR in language teaching and learning were pointed out. This chapter concludes with future directions for research regarding AR and VR in educational settings. The study includes some implications for practitioners and researchers interested in educational technologies.
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Introduction

New advances in computer-assisted language learning and educational technologies have significantly reshaped the foundations of educational and research programs. The sophisticated nature of these technologies together with the urgency to build and maintain the pedagogical infrastructures has necessitated conducting ground-breaking research in this field and examining their effects and adequacies. Among many technological instruments, Virtual Reality and Augmented Reality have grabbed the attention of researchers and practitioners.

Virtual reality is a technology that simulates a three-dimensional, computer-generated environment that can be experienced through different immersive devices. The technology creates an artificial environment that can be similar to or completely different from the real world (Jensen & Konradsen, 2018). To create a virtual reality experience, a user wears a VR headset that displays high-quality graphics and may have built-in speakers or headphones. As the user moves their head or body, the images on the headset display move correspondingly, creating the illusion of being in a different environment.

Virtual reality can be used in various fields such as gaming, entertainment, education, and healthcare. In gaming, for example, VR can provide players with an immersive experience by placing them directly into the game world (Lan et al., 2018). In healthcare, VR can be used to simulate medical procedures or train medical professionals in a safe and controlled environment (Ma & Zheng, 2011). In education, VR is regarded as a tool to support teaching and learning (Howard, 2017; Merchant et al., 2014; Peterson, 2011). Past research conducted in the field of educational virtual reality has presented a diverse range of outcomes, with findings that vary across different studies. In a study by Merchant et al. (2014) the utilization of virtual reality-based instruction in K-12 and higher education demonstrated varied outcomes. Notably, the study revealed that games yielded higher learning gains compared to simulations and virtual worlds. Regarding the virtual worlds, repeated measurements of students were found to deteriorate their learning outcome gains. These findings underscore the significance of considering instructional design principles when developing virtual-based instruction.

Augmented reality is a technology that blends digital content with the real world, enabling users to interact with computer-generated information in a real-time, real-world environment. In AR, users wear or use devices such as smartphones, tablets, or headsets to see the real world overlaid with virtual objects, images, or information.

Different devices are used in different AR applications. For example, AR technology can work by detecting and tracking the user's environment in real-time using sensors such as cameras, GPS, and accelerometers. The software then overlays digital content onto the real-world environment based on the user's position and orientation. This creates an immersive experience where users can interact with digital objects as if they were real. Like VR, AR can also be used in a wide range of applications, including gaming, education, retail, advertising, and healthcare. For example, in healthcare, AR can be used to visualize complex medical procedures, such as surgery or MRI scans in a more intuitive way for both patients and doctors (Birkfellner et al., 2002). In education, AR is regarded as an instrument that can drastically improve the teaching methodology and the learning process (Cheng et al., 2017; Cipresso, et al., 2018; Safar et al., 2016; Santos et al., 2016). Cheng et al. (2017) suggested that virtual reality technology provides an opportunity to leverage culturally-relevant physical interaction, thereby enhancing the design of language learning technology and virtual reality games.

Key Terms in this Chapter

Technology-Enhanced Language Learning: Technology-Enhanced language learning refers to the use of technology, such as computers, mobile devices, and software applications, to enhance language learning processes and provide interactive and engaging language learning experiences.

Mixed Reality: Mixed reality is a technology that combines elements of both virtual reality and augmented reality to create an interactive environment where digital and physical objects coexist and interact in real-time. It allows users to seamlessly integrate virtual content with the real world, enhancing their perception and interaction with the surrounding world.

K-12 Education: K-12 refers to the educational period that encompasses kindergarten through twelfth grade in many educational settings. It provides a comprehensive academic foundation and learning experience for students from early childhood to high school.

Immersive Technology: Immersive technology creates deeply engaging virtual or augmented experiences that fully surround and involve users.

Multimodal Learning: Multimodal learning refers to an approach to education that involves using multiple sensory modalities, such as visual, auditory, and kinesthetic, to enhance learning. It recognizes that individuals have different learning styles and leverages various modes of input and expression to cater to diverse learners’ needs.

3D Virtual World: A 3D virtual world is a computer-generated environment where users can explore and interact with objects and other users in a three-dimensional space. It provides a realistic and immersive experience through graphics and audio. Users can engage in various activities and navigate through the virtual world using virtual reality devices or computer screens.

Software Development Kit: A software development kit is a collection of tools and resources that simplifies and accelerates the process of creating software applications for a specific platform or framework.

Augmented Reality: Augmented reality refers to a technology that overlays digital information, such as images or text, onto the real world in real-time. It enhances the user’s perception of the physical environment by seamlessly integrating virtual and real elements.

Virtual Reality: Virtual reality is an advanced computer-generated simulation that creates a sensory-rich interactive environment, often utilizing head-mounted displays and hand controllers, to induce a profound sense of presence and immersion for users, enabling them to explore and interact with a synthetic world as if it were the physical reality.

GPS: GPS, or Global Positioning System, is a satellite-based navigation system that enables precise location tracking and positioning on Earth. It uses a network of satellites to provide real-time coordinates, allowing users to determine their exact geographical position and navigate accurately.

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