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...
| Autor: | |
|---|---|
| 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 |
| id |
ES_3d38da1bab6edcd4b828cd730aaa3187 |
|---|---|
| oai_identifier_str |
oai:openaccess.uoc.edu:10609/148506 |
| network_acronym_str |
ES |
| network_name_str |
España |
| repository_id_str |
|
| spelling |
Virtual Reality (VR) for generating motivation in learning English integrated in a non-linguistic subject: Mozaik VR ® Human body gameFernández Romero, Raquelaprendizaje basado en juegos digitalesalumnos multilingüesAICLEmotivaciónrealidad virtualdigital game-based language learningmultilingual learnersCLILmotivationvirtual realityVirtual reality -- TFMRealitat virtual -- TFMFinding 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.Mantener la motivación en el aprendizaje de una lengua extranjera (L2) supone un reto, especialmente para los alumnos multilingües en etapas tempranas. Sin embargo, la incorporación de herramientas digitales en su contexto educativo ha hecho que el aprendizaje de idiomas sea más motivador, ya que los educadores utilizan los juegos como los entornos digitales. El rápido avance de estas herramientas permite la creación e implementación efectiva en entornos educativos de la realidad virtual (RV). A pesar de los múltiples beneficios de esta tecnología inmersiva, los estudios sobre su aplicación en etapas educativas tempranas son limitados. Este proyecto explora la influencia que los juegos basados en herramientas de RV tienen en la motivación y asimilación del input entre alumnos de primaria. Además, evalúa el potencial y las limitaciones de estas herramientas aplicadas a la enseñanza y aprendizaje de idiomas. Mediante métodos cuantitativos y cualitativos, se determinaría el impacto que la RV tiene sobre el proceso de aprendizaje en comparación con métodos tradicionales digitales. Para ello, se aplicarían actividades basadas en el juego sobre contenido no lingüístico: Ciencias Naturales. Los posibles resultados del pre- y post-test, así como de los cuestionarios sobre la motivación sugerirían que la RV sería una herramienta efectiva e inclusiva para mejorar las condiciones de aprendizaje e influir positivamente en las percepciones que el alumnado tiene sobre el inglés.Universitat Oberta de Catalunya (UOC)granena, giselaAment, Jennifer Rose202320232023info:eu-repo/semantics/masterThesisapplication/pdfapplication/pdfhttp://hdl.handle.net/10609/148506reponame:O2, repositorio institucional de la UOCinstname:Universitat Oberta de Catalunya (UOC)InglésCC BY-NC-NDhttp://creativecommons.org/licenses/by-nc-nd/3.0/es/info:eu-repo/semantics/openAccessoai:openaccess.uoc.edu:10609/1485062026-05-28T12:42:01Z |
| dc.title.none.fl_str_mv |
Virtual Reality (VR) for generating motivation in learning English integrated in a non-linguistic subject: Mozaik VR ® Human body game |
| title |
Virtual Reality (VR) for generating motivation in learning English integrated in a non-linguistic subject: Mozaik VR ® Human body game |
| spellingShingle |
Virtual Reality (VR) for generating motivation in learning English integrated in a non-linguistic subject: Mozaik VR ® Human body game Fernández Romero, Raquel 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 |
| title_short |
Virtual Reality (VR) for generating motivation in learning English integrated in a non-linguistic subject: Mozaik VR ® Human body game |
| title_full |
Virtual Reality (VR) for generating motivation in learning English integrated in a non-linguistic subject: Mozaik VR ® Human body game |
| title_fullStr |
Virtual Reality (VR) for generating motivation in learning English integrated in a non-linguistic subject: Mozaik VR ® Human body game |
| title_full_unstemmed |
Virtual Reality (VR) for generating motivation in learning English integrated in a non-linguistic subject: Mozaik VR ® Human body game |
| title_sort |
Virtual Reality (VR) for generating motivation in learning English integrated in a non-linguistic subject: Mozaik VR ® Human body game |
| dc.creator.none.fl_str_mv |
Fernández Romero, Raquel |
| author |
Fernández Romero, Raquel |
| author_facet |
Fernández Romero, Raquel |
| author_role |
author |
| dc.contributor.none.fl_str_mv |
granena, gisela Ament, Jennifer Rose |
| dc.subject.none.fl_str_mv |
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 |
| topic |
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 |
| description |
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. |
| publishDate |
2023 |
| dc.date.none.fl_str_mv |
2023 2023 2023 |
| dc.type.none.fl_str_mv |
info:eu-repo/semantics/masterThesis |
| format |
masterThesis |
| dc.identifier.none.fl_str_mv |
http://hdl.handle.net/10609/148506 |
| url |
http://hdl.handle.net/10609/148506 |
| dc.language.none.fl_str_mv |
Inglés |
| language_invalid_str_mv |
Inglés |
| dc.rights.none.fl_str_mv |
CC BY-NC-ND http://creativecommons.org/licenses/by-nc-nd/3.0/es/ info:eu-repo/semantics/openAccess |
| rights_invalid_str_mv |
CC BY-NC-ND http://creativecommons.org/licenses/by-nc-nd/3.0/es/ |
| eu_rights_str_mv |
openAccess |
| dc.format.none.fl_str_mv |
application/pdf application/pdf |
| dc.publisher.none.fl_str_mv |
Universitat Oberta de Catalunya (UOC) |
| publisher.none.fl_str_mv |
Universitat Oberta de Catalunya (UOC) |
| dc.source.none.fl_str_mv |
reponame:O2, repositorio institucional de la UOC instname:Universitat Oberta de Catalunya (UOC) |
| instname_str |
Universitat Oberta de Catalunya (UOC) |
| reponame_str |
O2, repositorio institucional de la UOC |
| collection |
O2, repositorio institucional de la UOC |
| repository.name.fl_str_mv |
|
| repository.mail.fl_str_mv |
|
| _version_ |
1869406426314571776 |
| score |
15,300719 |