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ENHANCING ENGLISH LANGUAGE SKILLS THROUGH MOTIVATION: A CASE STUDY USING THE WANDER APP FOR VIRTUAL DIRECTION-GIVING TASKS
Aoyama Gakuin University (JAPAN)
About this paper:
Appears in: INTED2024 Proceedings
Publication year: 2024
Pages: 1493-1502
ISBN: 978-84-09-59215-9
ISSN: 2340-1079
doi: 10.21125/inted.2024.0437
Conference name: 18th International Technology, Education and Development Conference
Dates: 4-6 March, 2024
Location: Valencia, Spain
Abstract:
This study aims to show the effective use of virtual reality (VR) in English language teaching, focusing on a practical example where the WANDER app, which lets people experience Google Street View in a virtual space, is utilized in a classroom setting. The core activity involves the participants navigating and giving directions in a virtual space, simulating real-world experience. This method is anticipated to enhance learning through the immersive experience of navigating actual streets and boost motivation due to the engaging nature of the task. The participants of this study are seven Japanese university students in their third year, attending the author's seminar. Their English proficiency ranges from intermediate to upper-intermediate levels (CEFR B1-B2). They spent two weeks preparing a presentation on one location, and gave the presentation in the third week. To prepare for the VR sessions, instructor-led model dialogues and key expressions were presented and practiced for about 15 minutes in the two weeks leading up to the VR practice. The participants then spent around 30 minutes researching their chosen locations online, navigating the VR space, and drafting scripts to memorize for their presentations. In the third week, they conducted English direction-giving exercises, gathering in a virtual room and taking turns to guide for approximately five minutes each. This three-week cycle was repeated five times each in the spring and autumn terms. The inability to refer to scripts or notes in VR offered a closer simulation of natural conversation, fostering fluency. While the participants familiar with VR from gaming adapted quickly, others took longer but became proficient within a few weeks. Despite initial challenges in presenting without a script, the participants adapted and improved over time. Post-activity surveys revealed increased motivation and enjoyment, highlighting the potential of VR in reducing psychological barriers and aversion to speaking English. This study explores the outcomes of this innovative approach, emphasizing the potential of VR in language education to enhance student motivation and speaking proficiency, and suggest future directions for integrating VR technology in language learning contexts.
Keywords:
Virtual Reality (VR), English Language Teaching, Wander app, motivation.