본문 바로가기
KERD
논문KCI 등재

Young Foreign Language Learners’ Engagement and Motivation in Augmented Reality-based Vocabulary Learning

0

조회

0

다운로드

2

인용

0

참고문헌

키워드

주제분류영어와문학

초록

The potential of using augmented reality (AR) to create constructive learning opportunities in second language classrooms has been widely acknowledged. This understanding is based on the claim that ubiquitous learning paradigms, like AR-based instruction, motivate learners to engage in second language learning. To investigate the engagement and motivation of English as a foreign language learners in non-AR and AR-based vocabulary learning conditions, we performed a series of t-tests on a sample of third-, fourth-, fifth-, and sixth-grade students (n = 38, female = 18 students, mean age = 10.4 years old) whose engagement and motivation were assessed using the four scales of flow state (control, attention focus, curiosity, and internal interest). Moreover, a focus group interview was conducted on five students who were engaged in the AR-based instruction. The results of the flow questionnaire and focus group interview indicated that the AR-based instruction fostered higher interest and curiosity among young learners as compared to the non-AR-based instruction. These findings suggest that AR-based interventions designed to enhance young learners’ motivation to learn English as a foreign language can be beneficial.

Abstract

The potential of using augmented reality (AR) to create constructive learning opportunities in second language classrooms has been widely acknowledged. This understanding is based on the claim that ubiquitous learning paradigms, like AR-based instruction, motivate learners to engage in second language learning. To investigate the engagement and motivation of English as a foreign language learners in non-AR and AR-based vocabulary learning conditions, we performed a series of t-tests on a sample of third-, fourth-, fifth-, and sixth-grade students (n = 38, female = 18 students, mean age = 10.4 years old) whose engagement and motivation were assessed using the four scales of flow state (control, attention focus, curiosity, and internal interest). Moreover, a focus group interview was conducted on five students who were engaged in the AR-based instruction. The results of the flow questionnaire and focus group interview indicated that the AR-based instruction fostered higher interest and curiosity among young learners as compared to the non-AR-based instruction. These findings suggest that AR-based interventions designed to enhance young learners’ motivation to learn English as a foreign language can be beneficial.

참고문헌 (70)

  1. Admiraal, W., "The concept of flow in collaborative game-based learning", Computers in Human Behavior, 27(3), pp.1185~1194 (2011)
  2. Azuma, R. T., "A survey of augmented reality", Presence : Teleoperators & Virtual Environments, 6(4), pp.355~385 (1997)
  3. Bacca, J., "Augmented reality trends in education : A systematic review of research and applications", Educational Technology & Society, 17(4), pp.133~149 (2014)
  4. Barreira, J., "Augmented reality game to learn words in different languages: Case study: Learning English names of animals in elementary school", Paper presented at the 7th Iberian Conference on Information Systems and Technologies(CISTI 2012) (2012)
  5. Bernard, H. R., "Research methods in anthropology: Qualitative and quantitative approaches" (2017), Rowman & Littlefield Publishing Group Inc
  6. Billinghurst, M., "Augmented reality in education", New Horizons for Learning, 12(5), pp.1~5 (2002)
  7. Blyth, C., "Immersive technologies and language learning", Foreign Language Annals, 51(1), pp.225~232 (2018)
  8. Bressler, D. M., "A mixed methods assessment of students' flow experiences during a mobile augmented reality science game", Journal of Computer Assisted Learning, 29(6), pp.505~517 (2013)
  9. Bujak, K. R., "A psychological perspective on augmented reality in the mathematics classroom", Computers &Education, 68, pp.536~544 (2013)
  10. Burston, J., "Mobile-assisted language learning : A selected annotated bibliography of implementation studies 1994–2012", Language Learning & Technology, 17(3), pp.157~225 (2013)
  11. Chang, M. M., "Applying self-regulated learning strategies in a web-based instruction : An investigation of motivation perception", Computer Assisted Language Learning, 18(3), pp.217~230 (2005)
  12. Chen, G. D., "Ubiquitous learning website : Scaffold learners by mobile devices with information-aware techniques", Computers & Education, 50(1), pp.77~90 (2008)
  13. Cho, Y. H., "Searching for experiences : The web-based virtual tour in tourism marketing", Journal of Travel & Tourism Marketing, 12(4), pp.1~17 (2002)
  14. Choi, B., "Exploring factors of media characteristic influencing flow in learning through virtual worlds", Computers & Education, 57(4), pp.2382~2394 (2011)
  15. Ciampa, K., "Learning in a mobile age : An investigation of student motivation", Journal of Computer Assisted Learning, 30(1), pp.82~96 (2014)
  16. Cooper, K., "Go with the flow: Engagement factors for learning in second life", Paper presented at the 2010 Spring Simulation Multiconference (2010)
  17. Csikszentmihalyi, M., "Beyond boredom and anxiety" (1975), Jossey-Bass
  18. Custodero, L. A., "Seeking challenge, finding skill : Flow experience and music education", Arts Education Policy Review, 103(3), pp.3~9 (2002)
  19. Dalgarno, B., "What are the learning affordances of 3-D virtual environments?", British Journal of Educational Technology, 41(1), pp.10~32 (2010)
  20. "Intrinsic motivation. In The corsini encyclopedia of psychology" (2010)[URL]
  21. Dede, C., "Emerging technologies, ubiquitous learning, and educational transformation", European Conference on Technology Enhanced Learning, pp.1~8 (2011), Springer
  22. Derakhshan, A., "The effects of using games on English vocabulary learning", Journal of Applied Linguistics and Language Research, 2(3), pp.39~47 (2015)
  23. Di Serio, A., "Impact of an augmented reality system on students’motivation for a visual art course", Computers & Education, 68, pp.586~596 (2013)
  24. Dickinson, L., "Autonomy and motivation : A literature review", System, 23(2), pp.165~174 (1995)
  25. Diegmann, P., "Benefits of augmented reality in educational environments-A systematic literature review", Benefits, 3(6), pp.1542~1556 (2015)
  26. Dörnyei, Z., "Motivation and motivating in the foreign language classroom", The Modern Language Journal, 78(3), pp.273~284 (1994)
  27. Egbert, J., "A study of flow theory in the foreign language classroom", Canadian Modern Language Review, 60(5), pp.549~586 (2004)
  28. Erzberger, C., "Triangulation : Validity and empirically-based hypothesis construction", Quality and Quantity, 31(2), pp.141~154 (1997)
  29. Fontecha, A. F., "The role of motivation and age in vocabulary knowledge", Vigo International Journal of Applied Linguistics, 9, pp.39~62 (2012)
  30. Gardner, R. C., "Second language attrition : The role of motivation and use", Journal of Language and Social Psychology, 6(1), pp.29~47 (1987)
  31. Gardner, R. C., "An instrumental motivation in language study: Who says it isn't effective?", Studies in Second Language Acquisition, 13(1), pp.57~72 (1991)
  32. Gardner, R. C., "Integrative motivation : Changes during a year-long intermediate-level language course", Language Learning, 54(1), pp.1~34 (2004)
  33. Genc, Z. S., "An analysis of learners' motivation and attitudes toward learning English language at tertiary level in Turkish EFL context", English Language Teaching, 10(4), pp.35~44 (2017)
  34. Godwin-Jones, R., "Augmented reality and language learning : From annotated vocabulary to place-based mobile games", Language Learning & Technology, 20(3), pp.9~19 (2016)
  35. Golonka, E. M., "Technologies for foreign language learning : A review of technology types and their effectiveness", Computer Assisted Language Learning, 27(1), pp.70~105 (2012)
  36. He, J., "Mobile-based AR application helps to promote EFL children's vocabulary study", 2014 IEEE 14th International Conference on Advanced Learning Technologies, pp.431~433 (2014), IEEE
  37. Hsu, T. C., "Learning English with augmented reality: Do learning styles matter?", Computers &Education, 106, pp.137~149 (2017)
  38. Huang, T. C., "Do learning styles matter? Motivating learners in an augmented geopark", Journal of Educational Technology & Society, 22(1), pp.70~81 (2019)
  39. Huang, Y. Y., "Student engagement in long-term collaborative EFL storytelling activities : An analysis of learners with English proficiency differences", Educational Technology & Society, 20(3), pp.95~109 (2017)
  40. Ibáñez, M. B., "Augmented reality-based simulators as discovery learning tools : An empirical study", IEEE Transactions on Education, 58(3), pp.208~213 (2014)
  41. Ibrahim, A., "ARbis Pictus : A study of vocabulary learning with augmented reality", IEEE Transactions on Visualization and Computer Graphics, 24(11), pp.2867~2874 (2018)
  42. Inal, Y., "Flow experiences of children in an interactive social game environment", British Journal of Educational Technology, 38(3), pp.455~464 (2007)
  43. Jackson, S. A., "Assessing flow in physical activity : The flow state scale–2 and dispositional flow scale–2", Journal of Sport and Exercise Psychology, 24(2), pp.133~150 (2002)
  44. Jung, H. J., "Ubiquitous learning : Determinants impacting learners’ satisfaction and performance with smartphones", Language Learning & Technology, 18(3), pp.97~119 (2014)
  45. 정희정, "Factors Impacting Learners Satisfaction and Continued Use of E-Learning in an EFL Context", 멀티미디어 언어교육, 19(2), pp.11~33 (2016), 한국멀티미디어언어교육학회[DOI]
  46. 정희정, "An Empirical Study of Attributes Influencing Smart English Learning", 멀티미디어 언어교육, 20(3), pp.11~32 (2017), 한국멀티미디어언어교육학회[DOI]
  47. Kessler, G., "Technology and the future of language teaching", Foreign Language Annals, 51(1), pp.205~218 (2018)
  48. Kukulska-Hulme, A., "An overview of mobile assisted language learning : From content delivery to supported collaboration and interaction", ReCALL, 20(3), pp.271~289 (2008)
  49. Kye, B., "Investigation of the relationships between media characteristics, presence, flow, and learning effects in augmented reality based learning", International Journal for Education Media and Technology, 2(1), pp.4~14 (2008)
  50. Malone, T. W., "Toward a theory of intrinsically motivating instruction", Cognitive Science, 5(4), pp.333~369 (1981)
  51. Malone, T. W., "Aptitude, learning, and instruction: Vol. 3. Cognitive and affective process analyses", pp.223~253 (1987), Lawrence Erlbaum
  52. Marsh, H. W., "Flow experience in sport : Construct validation of multidimensional, hierarchical state and trait responses", Structural Equation Modeling : A Multidisciplinary Journal, 6(4), pp.343~371 (1999)
  53. Masgoret, A. M., "Attitudes, motivation, and second language learning : A meta ‐analysis of studies conducted by Gardner and associates", Language Learning, 53(1), pp.167~210 (2003)
  54. Milgram, P., "A taxonomy of mixed reality visual displays", IEICE TRANSACTIONS on Information and Systems, 77(12), pp.1321~1329 (1994)
  55. Noels, K., "Intrinsic, extrinsic, and integrative orientations of French Canadian learners of English", Canadian Modern Language Review, 57(3), pp.424~442 (2001)
  56. Oga-Baldwin, W. Q., "Engagement, gender, and motivation : A predictive model for Japanese young language learners", System, 65, pp.151~163 (2017)
  57. Ogata, H., "How ubiquitous computing can support language learning", Proceedings of KEST, pp.1~6 (2003)
  58. Park, J., "To flow and not to freeze : Applying flow experience to mobile learning", IEEE Transactions on Learning Technologies, 3(1), pp.56~67 (2010)
  59. Pearce, J. M., "The ebb and flow of online learning", Computers in Human Behavior, 21(5), pp.745~771 (2005)
  60. Peterson, S. D., "Visual clutter management in augmented reality: Effects of three label separation methods on spatial judgments", 2009 IEEE Symposium on 3D User Interfaces, pp.111~118 (2009), IEEE
  61. Santos, M. E. C., "Augmented reality as multimedia : The case for situated vocabulary learning", Research and Practice in Technology Enhanced Learning, 11(1), pp.1~23 (2016)
  62. Solak, E., "Exploring the effect of materials designed with augmented reality on language learners' vocabulary learning", Journal of Educators Online, 12(2), pp.50~72 (2015)
  63. Tracy, S., "Qualitative research methods: Collecting evidence, crafting analysis, communicating impact" (2013), Wiley Blackwell
  64. Tseng, W. T., "Toward a model of motivated vocabulary learning : A structural equation modeling approach", Language Learning, 58(2), pp.357~400 (2008)
  65. Webster, J., "The dimensionality and correlates of flow in human-computer interactions", Computers in Human Behavior, 9(4), pp.411~426 (1993)
  66. Wei, C. W., "The effects of competitive gaming scenarios and personalized assistance strategies on English vocabulary learning", Journal of Educational Technology & Society, 21(3), pp.146~158 (2018)
  67. Wen, X., "Motivation and language learning with students of Chinese", Foreign Language Annals, 30(2), pp.235~251 (1997)
  68. Yahya, S., "The definition and characteristics of ubiquitous learning : A discussion", International Journal of Education and Development Using Information and Communication Technology, 6(1), pp.117~127 (2010)
  69. Zhang, Y., "Motivation, strategy, and English as a foreign language vocabulary learning : A structural equation modelling study", British Journal of Educational Psychology, 87(1), pp.57~74 (2017)
  70. Zheng, Y., "Exploring long-term productive vocabulary development in an EFL context : The role of motivation", System, 40(1), pp.104~119 (2012)

관련 논문AI추천

이 간행물의 다른 논문 (7건)