학술논문
Effects of Context-based Augmented-Reality Vocabulary Learning Materials on Learning Achievement and Motivation
이용수 4
- 영문명
- 발행기관
- 전남대학교 교육문제연구소
- 저자명
- Jiyoung Chun
- 간행물 정보
- 『New Horizons of Educational Research』제2권 제1호, 34~43쪽, 전체 10쪽
- 주제분류
- 사회과학 > 교육학
- 파일형태
- 발행일자
- 2022.03.31
4,000원
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이 학술논문 정보는 (주)교보문고와 각 발행기관 사이에 저작물 이용 계약이 체결된 것으로, 교보문고를 통해 제공되고 있습니다.
국문 초록
Vocabulary knowledge is essential in foreign language learning which occurs through the process of constructing and adapting knowledge through experience(Kolb, 2009). In language learning, understanding the context of language culture and obtaining cultural knowledge promote vocabulary acquisition because learners can strengthen their knowledge of words during meaning-focused activities such as context-based reading(Batterink & Neville, 2011). Augmented Reality(AR) offers an innovative approach that enriches the language learning experience by providing context information in the form of digital resources. Thus, vocabulary learning with AR resources enables learners to appreciate and understand the context of language usage (Kim, 2018). The purpose of this study is to examine the effects of context-based AR reading on high school students’ vocabulary learning and motivation. Two freshman English classes (25 high school students in each class) participate in this study. With IRB approval, a class engages in reading activity with six groups consisting of 5-6 students and reads text on “American football (lesson title: The Final Touchdown)” with AR intervention including cultural-context information while the other class read the same text with AR intervention which has only vocabulary meaning. The AR reading intervention include AR markers that present AR information for target texts. The AR information will provide narration that enhances reading information such as football positions and game rules/terms when recognized using a tablet. Learning achievement is measured using the vocabulary post-test consisting of a total of 20 items. Motivation will be measured using the Instructional Material Motivation Survey (IMMS) containing 20 items with a 5-point Likert scale developed by Keller(2010) based on his ARCS motivational design model.
영문 초록
목차
Introduction
The field of education using AR
Use of cultural knowledge in language learning
Method
해당간행물 수록 논문
- The Formative evaluation of VR-based Teacher Education Simulation: SimTEACHER
- The Effect of the Hand-tracking on University Students’ Virtual Presence, Cognitive Load, and Spatial Ability in Virtual Reality Learning Environment
- Design Principles and Production of HMD-Applied Virtual Science Laboratory for High School Students
- An Analysis of School Violence Policy Changes in China from a Historical Neo-institutionalism Perspective
- Effects of Context-based Augmented-Reality Vocabulary Learning Materials on Learning Achievement and Motivation
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