Educational metaverse: an exploration and practice of VR wisdom teaching model in Chinese Open University English course

IF 3.5 Q1 EDUCATION & EDUCATIONAL RESEARCH Interactive Technology and Smart Education Pub Date : 2023-05-19 DOI:10.1108/itse-10-2022-0140
Jing Yuan, Yongquan Liu, Xichun Han, Aiping Li, LIli Zhao
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引用次数: 1

Abstract

Purpose The paper aims to propose a virtual reality (VR) wisdom teaching model in open university English course from the perspective of “Metaverse”. The study aims to testify the stimulation for English learning and the effectiveness of English-expressing with VR tools for adult learners from the practice in a pilot reform project. Design/methodology/approach The paper opted for an exploratory study using ICARE Design Model as the framework, under the grounded theories of constructivism and multi-modal teaching. The study compared the evaluation data of one-semester English learning performance between the experimental class (67 students) with VR practice and the controlled class (67 students), including speaking test score, qualitative feedback and in-depth experience analysis. The data were complemented by reflection paper analysis, including manual evaluation (the criteria of semantics, pronunciation, fluency and completeness), questionnaire survey (in the form of five-point Likert scale) and semi-structured interview. Findings The paper provides empirical insights about the VR wisdom teaching model in English language teaching and learning in a Chinese Open University. The empirical results suggest that “3I” features of VR technology could make up for the shortcomings of traditional English classes in open universities in China, and VR resources designed with curriculum teaching materials could also be helpful for students’ command of knowledge points and language skills. What’s more, the sense of authentic experience in virtual could promote the teaching and learning effect in college English classes. Research limitations/implications The present study focuses on a wisdom mode of foreign language teaching and learning for adult learners in open education, so the research results may lack generalizability. Therefore, researchers are encouraged to further explore the deep integration of VR/artificial intelligence in foreign language teaching and learning. Originality/value This paper fulfills an identified need to study how VR tools provide an engaging, fun and immersive language learning environment, to enhance autonomous learning and learning engagement.
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教育虚拟世界:中国开放大学英语课程VR智慧教学模式的探索与实践
目的从“虚拟世界”的视角出发,在大学英语开放课程中提出一种虚拟现实(VR)智慧教学模式。本研究旨在通过一个改革试点项目的实践,验证虚拟现实工具对成人学习者英语学习的激励作用和英语表达的有效性。本文选择以ICARE设计模型为框架,在建构主义理论和多模态教学理论的基础上进行探索性研究。本研究比较了实验班(67名学生)与对照班(67名学生)一学期英语学习成绩的评价数据,包括口语测试成绩、定性反馈和深度体验分析。数据通过反思论文分析进行补充,包括手工评价(语义、发音、流利性和完整性标准)、问卷调查(李克特五点量表)和半结构化访谈。研究结果:本文对中国开放大学英语教学中的VR智慧教学模式进行了实证研究。实证结果表明,虚拟现实技术的“3I”特征可以弥补中国开放大学传统英语课堂的不足,与课程教材一起设计的虚拟现实资源也可以帮助学生掌握知识点和语言技能。此外,虚拟中的真实体验感可以促进大学英语课堂的教学效果。研究局限/启示本研究主要针对开放教育中成人学习者的外语智慧教学模式,研究结果可能缺乏普遍性。因此,鼓励研究人员进一步探索VR/人工智能在外语教学中的深度融合。原创性/价值本文满足了研究VR工具如何提供引人入胜,有趣和身临其境的语言学习环境,以增强自主学习和学习参与的确定需求。
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来源期刊
Interactive Technology and Smart Education
Interactive Technology and Smart Education EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
12.00
自引率
2.30%
发文量
30
期刊介绍: Interactive Technology and Smart Education (ITSE) is a multi-disciplinary, peer-reviewed journal, which provides a distinct forum to specially promote innovation and participative research approaches. The following terms are defined, as used in the context of this journal: -Interactive Technology refers to all forms of digital technology, as described above, emphasizing innovation and human-/user-centred approaches. -Smart Education "SMART" is used as an acronym that refers to interactive technology that offers a more flexible and tailored approach to meet diverse individual requirements by being “Sensitive, Manageable, Adaptable, Responsive and Timely” to educators’ pedagogical strategies and learners’ educational and social needs’. -Articles are invited that explore innovative use of educational technologies that advance interactive technology in general and its applications in education in particular. The journal aims to bridge gaps in the field by promoting design research, action research, and continuous evaluation as an integral part of the development cycle of usable solutions/systems.
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