透视图(图形)
教育技术
计算机科学
体验式学习
学习科学
主动学习(机器学习)
语言习得
实证研究
数学教育
心理学
人工智能
认识论
哲学
作者
Xing-yue Qiu,Chuang-Kai Chiu,Lulu Zhao,Cai-Feng Sun,Chen Shu-jie
标识
DOI:10.1080/10494820.2021.1874999
摘要
This paper systematically reviews 150 (VR/AR)-supporting language learning articles from 2008 to 2019 and summarizes the development trends. The definition of VR/AR is given firstly, and then the model of VR/AR supporting learning is proposed. This model’s language types, research participants, learning devices, learning goals, research issues, research methods, research domains and learning strategies act as a coding scheme here. Meanwhile, through review and analysis, empirical study has been proven to be in its peak period; the VR/AR is increasingly applied, and larger numbers of immersive devices are being used. Under such circumstances, higher education is the principal of research, and speaking/expressing and words are still the most significant learning goals. As for research issues, the first period (2008–2013), which focuses more on learners’ opinions, learning behaviours, learning attitudes and learning performance, is still the main scheme even though the second period (2014–2019) has more research issues and wider research scale. Right now, research about teaching and learning has already drawn the most attention, and task-based learning, situated learning, and game-based learning are the most commonly used learning strategies. Finally, this paper analyses VR/AR used in language learning through SWOT analysis to provide more profound suggestions and further discussion.
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