Abstract

This paper examines how virtual reality (VR) technology can be used in K-12 classrooms, specifically focusing on its potential impact on learners' engagement and motivation, with a particular emphasis on English language learning. The paper begins by providing an introduction to VR technology and its relevance in education, especially in the COVID-19 pandemic context. It reviews existing literature on learners' engagement and motivation, emphasizing the importance of these factors in the learning process. The study explores the initial step of VR technology in English instruction, highlighting the challenges faced in traditional language classes and the opportunities that VR presents. A case study on English VR teaching in middle school is presented, followed by a detailed case design for a cutting-edge VR learning platform tailored for young primary school English learners. The case study for K-12 students and design showcase how VR technology can be utilized to create engaging and immersive learning environments that foster comprehensive language skills development. The paper concludes by acknowledging the potential of VR educational games and embodied cognition theory in enhancing language learning outcomes and encourages further research in this area.

Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.