In the educational setting, artificial intelligence (AI) technology, notably chatbots, has made substantial improvements in English learning. This study aims to determine the effectiveness of using the Artificial Intelligence Virtual Dream Friend and John English Boot applications on learning English in the 5.0 revolution era in English courses for first-semester students at university. The assessment method used is a quantitative research method and research design (quasi-experiment design). Based on the results of the study, it can be concluded that the results of the comparison test showed that My Virtual Dream Friend and John English Bot were both effective for use as computer tutoring in English courses and also increased interest in learning English in the 5.0 revolution era compared to previous conventional methods. The outcomes of this study might be used to direct future research into utilizing chatbots outside of the classroom as learning companions, and educators could use them to adapt evaluation and feedback procedures.
The degree to which a virtual content layer exists between the viewer and the real world, and how the real world is augmented, can vary greatly across tools, and use cases, but is essential to all forms of virtual reality (VR). The degree of overlap with the real world, as well as the importance of location, cooperation, and mobility, can vary dramatically from one VR experience to the next. Teachers will need support in figuring out how to best utilize AI for the benefit of student learning because of the plethora of available AI options. In this chapter, the authors share the results of a poll of students, both in the field and those hoping to enter it, to learn their thoughts on VR in the classroom. To gauge participants' thoughts on VR potential in the classroom, they gave them the VR platform and had them create a VR experience on their mobile devices. In virtual classrooms, 165 students can interact with the VR and other students as avatars, ask questions, write conversations, identify vocabulary connected between VR and material, and provide suggestions for improving classroom management.
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