2020
DOI: 10.1111/jcal.12515
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The moving learner: Object manipulation in virtual reality improves vocabulary learning

Abstract: A challenging aspect of foreign language acquisition is learning new vocabulary. Research has demonstrated the benefits of motor action to vocabulary learning, though these findings are rarely translated into teaching and learning practices. In this work, we present a novel paradigm for vocabulary learning in a virtual reality environment, capitalizing on the prominent advantages of this technology as an ‘embodied learning’ tool. Hebrew‐speaking adults explored a virtual room and learned the Finnish names of 4… Show more

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Cited by 22 publications
(16 citation statements)
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“…A 360-degree camera was used in the system which allowed users from different parts of the world to design and watch the edited content via their mobile devices. Since Unity is a Sustainability 2021, 13, 4639 6 of 28 game engine that able to generate virtual content, it is not surprised that researchers also adopted this software to create the VR learning environment, e.g., [62][63][64][65]. In addition to AR and VR, researchers such as Chen [66] and Braun and Slater [67] adopted Second Life (SL) in their research.…”
Section: Technical Tools For Ar/vr-ellmentioning
confidence: 99%
“…A 360-degree camera was used in the system which allowed users from different parts of the world to design and watch the edited content via their mobile devices. Since Unity is a Sustainability 2021, 13, 4639 6 of 28 game engine that able to generate virtual content, it is not surprised that researchers also adopted this software to create the VR learning environment, e.g., [62][63][64][65]. In addition to AR and VR, researchers such as Chen [66] and Braun and Slater [67] adopted Second Life (SL) in their research.…”
Section: Technical Tools For Ar/vr-ellmentioning
confidence: 99%
“…The risk of situatedness being a confound for a pure sensorimotor vs. non-sensorimotor comparison was present in the majority of studies, as only some of the papers compared (congruent) sensorimotor interaction against either nonsensorimotor or non-congruent sensorimotor interaction in the same IVR [40] [45] [46] [51].…”
Section: A Conceptual Consensus and Confoundsmentioning
confidence: 99%
“…The prevalence of word memorisation studies unveiled another variable that might benefit from codification and standardisation in future -the scale of the learning to be achieved in an intervention. The discrepancies between amount of learning material are evident in the language-based studies, which asked participants to learn either six [40], 12 [49], 14 [51], 20 [46] [50] [53] words. Potentially, six words might be too few to detect a difference in learning outcomes (although in this case, response time, not accuracy, was the performance indicator), while 20 may introduce too much confusion for optimal learning performance.…”
Section: Learning "Session" Variationmentioning
confidence: 99%
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“…The produced gesture must be meaningful and congruent to the content to be learned, though. As an example, in a recent word learning study (Fuhrman et al, 2020), participants studied vocabulary words by either repeating the word, making an ‘irrelevant’ gesture (e.g., two hands making a circle), or functionally manipulating the object (e.g., physically enacting picking up a virtual hat and placing it on one's head). Participants demonstrated improved comprehension rates for the manipulated objects suggesting that VR holds “the potential to offer a more authentic, multisensory and motor context to efficient foreign language learning” (p. 15).…”
Section: Introductionmentioning
confidence: 99%