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    VR and Vocabulary Acquisition: Exploring Participant Vocabulary Outcomes, Tendencies, and Perceptions of Game Narrative and Task

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    Author
    Monzingo, Jacob A.
    Issue Date
    2022
    Keywords
    Embodied Cognition
    Game
    Immersion
    Perception
    Virtual Reality
    VR
    Advisor
    Nicol, Janet
    
    Metadata
    Show full item record
    Publisher
    The University of Arizona.
    Rights
    Copyright © is held by the author. Digital access to this material is made possible by the University Libraries, University of Arizona. Further transmission, reproduction, presentation (such as public display or performance) of protected items is prohibited except with permission of the author.
    Abstract
    Recent developments in Virtual Reality (VR) technologies are creating a shift in Second Language Acquisition (SLA) studies. Multiple studies have been performed that examine language learning in two dimensional (2D) and three dimensional (3D) software based virtual worlds (Lim, 2009; Lloyd et al. 2017; Sadler, 2017; Schwienhorst, 2002; Lin and Lan, 2015). Theories of embodied cognition, where essentially the human body and its capacity for any type of environmental interaction influence how a learner can process information, suggest that these new VR technologies may create enhanced learning through embodiment (Atkinson, 2010; Shapiro, 2011). However, significant research utilizing VR Head Mounted Displays (HMDs) has been limited to concrete experience words (Moseley et al, 2016; Repetto et al, 2015) while much remains to be studied within Second Language Acquisition. Considering that the most frequently touted benefit of VR-HMDs is an affordance for full integration in highly immersive environments (Lloyd et al. 2017; Sadler, 2017), and the preponderance of data available regarding VR before the advent of HMDs centered on digital games as environments that provide foci for participant immersion, it becomes increasingly critical to determine what constitutes those immersive environments, learner immersion, and what, if any, are the different learner tendencies that influence those affordances (Boot et al, 2011; Cornillie et al, 2012; Culbertson et al, 2016; DeHaan et al, 2010; Gonzalez-Lloret, 2017; Koops et al, 2016; Lim, 2009; O’Brien et al, 2009; Peterson, 2010; Ryan, M.L, 2001; Reinders, 2017; Reinhardt & Sykes, 2013; Wang et al, 2017).In this study, multiple instruments will be used to measure and determine what benefits VR-HMDs afford second language learners during vocabulary recall. Three evenly distributed groups of participants will perform the same tasks under three different conditions in the target language using comparative analysis between a Picture Recognition Task (control group), a Standard PC game task (experimental group 1), and a VR-HMD task (experimental group 2) using the commercially available game Fallout4 and Fallout4VR (published by Bethesda, 2017). Additionally, participants in the two experimental groups will be given an emotionally affective narrative to determine in what ways VR may enhance/diminish emotion and recall. All participants will provide survey data regarding their immersive tendencies, game-play preferences (if any), their immersion experience, and they will perform pre/post vocabulary tests. These conditions will provide insight into the intersections of qualities of immersion, gamer tendencies and perspectives, and VR-HMDs.
    Type
    text
    Electronic Dissertation
    Degree Name
    Ph.D.
    Degree Level
    doctoral
    Degree Program
    Graduate College
    Second Language Acquisition & Teaching
    Degree Grantor
    University of Arizona
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