Virtual Reality for learning languages based on mobile devices

被引:0
作者
Chiu, Fu-Yuan [1 ]
机构
[1] Natl Tsing Hua Univ, Dept Educ & Learning Technol, Hsinchu, Taiwan
来源
2017 16TH INTERNATIONAL CONFERENCE ON INFORMATION TECHNOLOGY BASED HIGHER EDUCATION AND TRAINING (ITHET) | 2017年
关键词
virtual reality; native language; digital game-based learning; mobile learning; AUGMENTED REALITY; EDUCATION;
D O I
暂无
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
Most of the children prefer digital games as an entertaining spare time activity. So there is a growing interest among teachers in using digital games as a part of their lesson plans. DGBL (Digital game-based learning) has become a viable instructional option in recent years due to its support of learning motivation. In this article, a Virtual Reality game developed for Elementary school students to learning Taiwan's aboriginal tribes. This VR game based on the immersive learning theory to design eight learning situations for students to learn their native language. Through immersive learning environment, students can get visual shock, and then stimulate their learning motivation. This game developed based on the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation) and took two years to complete each stage, respectively.
引用
收藏
页数:3
相关论文
共 9 条
  • [1] Abu-Al-Aish A, 2013, INT REV RES OPEN DIS, V14, P82
  • [2] A case study of Augmented Reality simulation system application in a chemistry course
    Cai, Su
    Wang, Xu
    Chiang, Feng-Kuang
    [J]. COMPUTERS IN HUMAN BEHAVIOR, 2014, 37 : 31 - 40
  • [3] The effects of augmented virtual science laboratories on middle school students' understanding of gas properties
    Chiu, Jennifer L.
    DeJaegher, Crystal J.
    Chao, Jie
    [J]. COMPUTERS & EDUCATION, 2015, 85 : 59 - 73
  • [4] The effects of the size and weight of a mobile device on an educational game
    Furio, David
    Gonzalez-Gancedo, Santiago
    Juan, M. -Carmen
    Segui, Ignacio
    Costa, Maria
    [J]. COMPUTERS & EDUCATION, 2013, 64 : 24 - 41
  • [5] Effectiveness of virtual reality-based instruction on students' learning outcomes in K-12 and higher education: A meta-analysis
    Merchant, Zahira
    Goetz, Ernest T.
    Cifuentes, Lauren
    Keeney-Kennicutt, Wendy
    Davis, Trina J.
    [J]. COMPUTERS & EDUCATION, 2014, 70 : 29 - 40
  • [6] Pedagogical strategies for the integration of Augmented Reality in ICT teaching and learning processes
    Sampaio, Daniel
    Almeida, Pedro
    [J]. INTERNATIONAL CONFERENCE ON ENTERPRISE INFORMATION SYSTEMS/INTERNATIONAL CONFERENCE ON PROJECT MANAGEMENT/INTERNATIONAL CONFERENCE ON HEALTH AND SOCIAL CARE INFORMATION SYSTEMS AND TECHNOLOGIES, CENTERIS/PROJMAN / HCIST 2016, 2016, 100 : 894 - 899
  • [7] The Studierstube augmented reality project
    Schmalstieg, D
    Fuhrman, A
    Hesina, G
    Szalavári, Z
    Encarnaçao, LM
    Gervautz, M
    Purgathofer, W
    [J]. PRESENCE-VIRTUAL AND AUGMENTED REALITY, 2002, 11 (01): : 33 - 54
  • [8] Nano education with interactive visualization
    Schonborn, Konrad J.
    Host, Gunnar E.
    Palmerius, Karijohan E. Lundin
    [J]. NANO TODAY, 2016, 11 (05) : 543 - 546
  • [9] Younes G., 2017, DIGITAL APP IN PRESS