TY - JOUR
T1 - Virtual reality in academic English writing
T2 - exploring factors influencing abstract knowledge learning
AU - Li, Ziming
AU - Wang, Airong
AU - Monteiro, Diego
AU - Liang, Hai Ning
N1 - Funding Information:
This research is partly supported by Xi’an Jiaotong-Liverpool University (XJTLU) Key Program Special Fund (#KSF-A-03) and XJTLU Research Development Fund (#RDF-17-01-54), and XJTLU Teaching Development Fund (#TDF22/23-R26-219; #TDF2122-R23-163).
Publisher Copyright:
© 2023, The Author(s), under exclusive licence to Springer-Verlag London Ltd., part of Springer Nature.
PY - 2023
Y1 - 2023
N2 - Virtual reality technology has been increasingly used in language education. Its immersive nature can help learners to better focus and understand subjects that can be visualized, such as mechanical design, architectural design, and molecular chemical construction. The novelty of the environment can also stimulate learners’ enthusiasm for learning. Nonetheless, little research has focused on how learners’ prior knowledge affects their learning experience and learning outcomes in VR environments, especially when they learn abstract conceptual knowledge. In this work, we developed a VR learning system to help learners acquire abstract knowledge of academic English writing. We used both control and experimental groups to evaluate this system and did a comparative analysis between learners with different prior knowledge. Our results show that compared with learning in a traditional way, learning abstract knowledge in a VR environment can provide learners with a better experience. We also found that learners with poor prior knowledge learned more efficiently in a VR environment when compared to learning in a non-VR environment. Our work sheds light on how to design a VR abstract knowledge learning system for learners with/without previous knowledge.
AB - Virtual reality technology has been increasingly used in language education. Its immersive nature can help learners to better focus and understand subjects that can be visualized, such as mechanical design, architectural design, and molecular chemical construction. The novelty of the environment can also stimulate learners’ enthusiasm for learning. Nonetheless, little research has focused on how learners’ prior knowledge affects their learning experience and learning outcomes in VR environments, especially when they learn abstract conceptual knowledge. In this work, we developed a VR learning system to help learners acquire abstract knowledge of academic English writing. We used both control and experimental groups to evaluate this system and did a comparative analysis between learners with different prior knowledge. Our results show that compared with learning in a traditional way, learning abstract knowledge in a VR environment can provide learners with a better experience. We also found that learners with poor prior knowledge learned more efficiently in a VR environment when compared to learning in a non-VR environment. Our work sheds light on how to design a VR abstract knowledge learning system for learners with/without previous knowledge.
KW - Abstract knowledge learning
KW - Academic English writing
KW - Prior knowledge
KW - Technology-enhanced learning
KW - Virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85168473086&partnerID=8YFLogxK
U2 - 10.1007/s10055-023-00847-3
DO - 10.1007/s10055-023-00847-3
M3 - Article
AN - SCOPUS:85168473086
SN - 1359-4338
VL - 27
SP - 2927
EP - 2939
JO - Virtual Reality
JF - Virtual Reality
IS - 4
ER -