Foreign Language Learning Gamification Using Virtual Reality-A Systematic Review of Empirical Research

dc.contributor.author Pinto,RD en
dc.contributor.author Bruno Miguel Peixoto en
dc.contributor.author Miguel Correia Melo en
dc.contributor.author Cabral,L en
dc.contributor.author Maximino Bessa en
dc.contributor.other 5095 en
dc.contributor.other 5408 en
dc.contributor.other 7926 en
dc.date.accessioned 2023-05-04T14:13:16Z
dc.date.available 2023-05-04T14:13:16Z
dc.date.issued 2021 en
dc.description.abstract Virtual reality has shown to have great potential as an educational tool when it comes to new learning methods. With the growth and dissemination of this technology, there is a massive opportunity for teachers to add this technology to their methods of teaching a second/foreign language, since students keep showing a growing interest in new technologies. This systematic review of empirical research aims at understanding whether the use of gaming strategies in virtual reality is beneficial for the learning of a second/foreign language or not. Results show that more than half of the articles proved that virtual reality technologies with gaming strategies can be used to learn a foreign language. It was also found that "learning" was the most evaluated dependent variable among the chosen records, augmented reality was the leading technology used, primary education and lower secondary was the most researched school stages, and the most used language to evaluate the use of gamified technology was by far the English language. Given the lack of directed investigation, it is recommended to use these technologies to support second language learning and not entirely replace traditional approaches. A research agenda is also proposed by the authors. en
dc.identifier P-00T-WNF en
dc.identifier.uri http://dx.doi.org/10.3390/educsci11050222 en
dc.identifier.uri https://repositorio.inesctec.pt/handle/123456789/13779
dc.language eng en
dc.rights info:eu-repo/semantics/openAccess en
dc.title Foreign Language Learning Gamification Using Virtual Reality-A Systematic Review of Empirical Research en
dc.type en
dc.type Publication en
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