TY - CHAP
T1 - Creating an Interactive Virtual Environment for Promoting Tourism English
AU - Guo, Siao Cing
AU - Lan, Yu Ju
N1 - Publisher Copyright:
© 2021, The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.
PY - 2021
Y1 - 2021
N2 - EFL classrooms may, understandably, be unable to provide all of the authentic contexts essential for language learners. Today’s virtual technology is able to provide realistic situations that can complement what traditional classrooms provide. Past research has shown that learning in a virtual environment greatly enhances students’ interests as well as their academic abilities. Because the virtual platform allows learners to interact with objects, events, and other users in virtual space, it creates a meaningful learning experience in which learners can more effectively expand and perfect their knowledge. This research project involved students in a multi-user e-project effort to promote tourism English and to cultivate critical thinking and creativity. A quasi-experimental study was adopted to investigate the effects of a VR-design project and a traditional web-design project and to compare students’ motivation, collaboration, perception of task value, and technology use. The study results showed that between the two groups there was no statistically significant difference in their language performance in regard to tourism English. However, significant differences were found with the VR group in terms of students’ intrinsic motivation, collaboration, and technology use.
AB - EFL classrooms may, understandably, be unable to provide all of the authentic contexts essential for language learners. Today’s virtual technology is able to provide realistic situations that can complement what traditional classrooms provide. Past research has shown that learning in a virtual environment greatly enhances students’ interests as well as their academic abilities. Because the virtual platform allows learners to interact with objects, events, and other users in virtual space, it creates a meaningful learning experience in which learners can more effectively expand and perfect their knowledge. This research project involved students in a multi-user e-project effort to promote tourism English and to cultivate critical thinking and creativity. A quasi-experimental study was adopted to investigate the effects of a VR-design project and a traditional web-design project and to compare students’ motivation, collaboration, perception of task value, and technology use. The study results showed that between the two groups there was no statistically significant difference in their language performance in regard to tourism English. However, significant differences were found with the VR group in terms of students’ intrinsic motivation, collaboration, and technology use.
KW - Experiential learning
KW - Technology-enhanced language learning
KW - Virtual environment
KW - Virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85108401511&partnerID=8YFLogxK
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U2 - 10.1007/978-981-15-7579-2_3
DO - 10.1007/978-981-15-7579-2_3
M3 - Chapter
AN - SCOPUS:85108401511
T3 - Lecture Notes in Educational Technology
SP - 37
EP - 48
BT - Lecture Notes in Educational Technology
PB - Springer Science and Business Media Deutschland GmbH
ER -