A systematic review on vocabulary learning in AR and VR gamification context

Lin Haoming, Wei Wei
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Abstract

In recent scholarly literature, there has been a growing focus on the integration of augmented reality (AR), virtual reality (VR), and digital games to assist language learning. However, little has been written on reviewing the adoption of gamified AR or VR in facilitating the enhancement of specific language skills. Addressing this research gap, the present study conducted a systematic review of vocabulary learning within AR and VR gamification context. Following the predefined inclusion criteria and literature selection process outlined by the PRISMA framework, 23 articles were selected from a pool of 97 studies for final analysis. The major findings revealed that: (1) Form and meaning of vocabulary took precedence in gamified AR-assisted vocabulary learning or VR-assisted vocabulary learning, adopting intentional learning as the primary approach; (2) A significant majority of studies employed researcher-coined vocabulary tests as the measurements for assessing vocabulary knowledge, with translation, multiple-choice questions, and word-matching serving as the most common tasks; (3) The reviewed studies demonstrated that gamified AR and VR both prioritize interactivity as the core digital affordance in the context of vocabulary learning. Gamified AR owned unique features, including bridging reality and virtuality, promoting collaborative learning, and visualizing content, while gamified VR was more inclined toward immersion and facilitating self-regulated learning; (4) Three aspects of problems, namely technology-related, student-related, and teacher-related, emerged with the application of gamified AR or VR. Based on these results, the current study engaged in a comprehensive discussion and suggested a tripartite co-construction mechanism for learning materials, involving students, teachers, and researchers, integrating both gamified AR and VR.

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AR 和 VR 游戏化背景下的词汇学习系统综述
在最近的学术文献中,人们越来越关注将增强现实(AR)、虚拟现实(VR)和数字游戏结合起来辅助语言学习。然而,关于采用游戏化 AR 或 VR 来促进提高特定语言技能的研究却很少。针对这一研究空白,本研究对 AR 和 VR 游戏化背景下的词汇学习进行了系统性综述。按照 PRISMA 框架规定的预定义纳入标准和文献筛选流程,从 97 篇研究中筛选出 23 篇文章进行最终分析。主要研究结果表明(1) 在游戏化AR辅助词汇学习或VR辅助词汇学习中,词汇的形式和意义优先,采用有意学习作为主要方法;(2) 绝大多数研究采用研究者设计的词汇测试作为评估词汇知识的测量方法,翻译、多项选择题和单词匹配是最常见的任务;(3) 所审查的研究表明,游戏化AR和VR都将交互性作为词汇学习背景下的核心数字能力。游戏化AR具有独特的功能,包括连接现实与虚拟、促进协作学习和内容可视化,而游戏化VR则更倾向于沉浸式学习和促进自我调节学习;(4)游戏化AR或VR的应用出现了三个方面的问题,即技术相关问题、学生相关问题和教师相关问题。基于这些结果,本研究进行了全面的讨论,并提出了一种由学生、教师和研究人员三方共同参与,将游戏化AR和VR整合在一起的学习材料共建机制。
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