Gamifying the Learning Experience in the Language Classroom
DOI:
https://doi.org/10.55662/AJMRR.2023.4604Keywords:
Augmented Reality, collaborative learning, Extended Reality, Mixed Reality, Teaching English as a Foreign Language (TEFL), Virtual RealityAbstract
Introduction:
This paper provided a comprehensive review of previous research on technologies surrounding gamified Augmented Reality (AR) and Virtual Reality (VR) and the effects of this amalgamation of Extended Reality (XR) on English language teaching and learning.
Methods:
A total of 138 articles were examined from six perspectives: explore the development of XR technology for use in education, especially English language learning; examine gamification; its theoretical background and the role motivation plays in gamified contexts; investigate if the pedagogical strategies associated with the integration of gamification techniques with XR technologies can improve English language learning; identify the potential benefits and challenges of using AR/VR technologies for teaching English; and detect current research limitations and gaps.
Results:
It was found that immersing learners into virtual and augmented worlds can improve vocabulary, bridge formal and informal learning, enable interaction and collaborative learning, provide opportunities for situated learning, and reduce anxiety. Overall, gamified AR had a meaningful effect on student learning outcomes.
Discussion:
Review implications include the need for: more prepared instructors utilizing XR technology; sufficient theoretical backing, such as frameworks and models; and research that compares traditional approaches and XR technology for teaching English.
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References
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