Virtual Reality (VR) for generating motivation in learning English integrated in a non-linguistic subject: Mozaik VR ® Human body game

Finding and keeping motivation for learning a foreign language (L2) is challenging, particularly for multilingual young learners. However, the incorporation of digital tools into their educational context has made L2 learning more motivating, as educators effectively utilize engaging digital games a...

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Detalles Bibliográficos
Autor: Fernández Romero, Raquel
Tipo de recurso: tesis de maestría
Fecha de publicación:2023
País:España
Institución:Universitat Oberta de Catalunya (UOC)
Repositorio:O2, repositorio institucional de la UOC
OAI Identifier:oai:openaccess.uoc.edu:10609/148506
Acceso en línea:http://hdl.handle.net/10609/148506
Access Level:acceso abierto
Palabra clave:aprendizaje basado en juegos digitales
alumnos multilingües
AICLE
motivación
realidad virtual
digital game-based language learning
multilingual learners
CLIL
motivation
virtual reality
Virtual reality -- TFM
Realitat virtual -- TFM
Descripción
Sumario:Finding and keeping motivation for learning a foreign language (L2) is challenging, particularly for multilingual young learners. However, the incorporation of digital tools into their educational context has made L2 learning more motivating, as educators effectively utilize engaging digital games and computer-generated environments. The rapid advancement of these tools allows for the effective creation and implementation of immersive virtual reality (VR) technologies in educational settings. Despite the multiple benefits of this immersive technology in the L2 field, studies on its application in early education are limited. This project explores the influence that game-based VR tools have on young language learners’ motivation and input uptake. It also assesses the affordances and limitations of VR for L2 learning and teaching. Using quantitative and qualitative methods, the impact VR has on the learning process over digital traditional teaching methods would be determined. To do so, a series of game-based activities would be implemented in Natural Science as a non-linguistic subject. The findings deriving from pre- and post-tests and motivational questionnaires may suggest that VR tools have a beneficial impact on motivation. This study seeks to demonstrate that VR is an effective and inclusive tool to enhance learning conditions and positively influence students’ perceptions towards learning English.