Augmented Reality Escape Classroom Game for Deep and Meaningful English Language Learning

被引:7
|
作者
Voreopoulou, Angeliki [1 ]
Mystakidis, Stylianos [1 ,2 ]
Tsinakos, Avgoustos [1 ]
机构
[1] Int Hellenic Univ, Dept Comp Sci, Kavala 65404, Greece
[2] Univ Patras, Sch Nat Sci, Rion 26504, Greece
关键词
augmented reality; game-based learning; gamification; escape room games; deep and meaningful learning; English language; EFL/ESL; ROOMS; KNOWLEDGE; FRAMEWORK;
D O I
10.3390/computers13010024
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
A significant volume of literature has extensively reported on and presented the benefits of employing escape classroom games (ECGs), on one hand, and on augmented reality (AR) in English language learning, on the other. However, there is little evidence on how AR-powered ECGs can enhance deep and meaningful foreign language learning. Hence, this study presents the design, development and user evaluation of an innovative augmented reality escape classroom game created for teaching English as a foreign language (EFL). The game comprises an imaginative guided group tour around the Globe Theatre in London that is being disrupted by Shakespeare's ghost. The game was evaluated by following a qualitative research method that depicts the in-depth perspectives of ten in-service English language teachers. The data collection instruments included a 33-item questionnaire and semi-structured interviews. The findings suggest that this escape game is a suitable pedagogical tool for deep and meaningful language learning and that it can raise cultural awareness, while enhancing vocabulary retention and the development of receptive and productive skills in English. Students' motivation and satisfaction levels toward language learning are estimated to remain high due to the game's playful nature, its interactive elements, as well as the joyful atmosphere created through active communication, collaboration, creativity, critical thinking and peer work. This study provides guidelines and support for the design and development of similar augmented reality escape classroom games (ARECGs) to improve teaching practices and foreign language education.
引用
收藏
页数:23
相关论文
共 50 条
  • [41] Mobile Augmented Reality Application for Telugu Language Learning
    Meda, Prema
    Kumar, M.
    Parupalli, Ramu
    2014 IEEE INTERNATIONAL CONFERENCE ON MOOC, INNOVATION AND TECHNOLOGY IN EDUCATION (MITE), 2014, : 183 - 186
  • [42] The development of an augmented reality game-based learning environment
    Chen, Ching Hui
    Ho, Chia-Huei
    Lin, Jau-Bi
    INTERNATIONAL CONFERENCE ON NEW HORIZONS IN EDUCATION, INTE 2014, 2015, 174 : 216 - 220
  • [43] VECAR: Virtual English Classroom with Markerless Augmented Reality and Intuitive Gesture Interaction
    Yang, Mau-Tsuen
    Liao, Wan-Che
    Shih, Ya-Chun
    2013 IEEE 13TH INTERNATIONAL CONFERENCE ON ADVANCED LEARNING TECHNOLOGIES (ICALT 2013), 2013, : 439 - 440
  • [44] RoboTIC: A serious game based on augmented reality for learning programming
    Schez-Sobrino, Santiago
    Vallejo, David
    Glez-Morcillo, Carlos
    Redondo, Miguel A.
    Jesus Castro-Schez, Jose
    MULTIMEDIA TOOLS AND APPLICATIONS, 2020, 79 (45-46) : 34079 - 34099
  • [45] RoboTIC: A serious game based on augmented reality for learning programming
    Santiago Schez-Sobrino
    David Vallejo
    Carlos Glez-Morcillo
    Miguel Á. Redondo
    José Jesús Castro-Schez
    Multimedia Tools and Applications, 2020, 79 : 34079 - 34099
  • [46] Encouraging Chemistry Learning Through an Augmented Reality Magic Game
    Sousa, Ana Margarida
    Romao, Teresa
    HUMAN-COMPUTER INTERACTION, INTERACT 2021, PT III, 2021, 12934 : 12 - 21
  • [47] Game-Based Learning With Augmented Reality for History Education
    Carrascosa, Carlos Lazaro
    Ylardia, Irene Palomero
    Paredes-Velasco, Maximiliano
    Garcia-Suelto, Maria del Carmen Navarro
    IEEE REVISTA IBEROAMERICANA DE TECNOLOGIAS DEL APRENDIZAJE-IEEE RITA, 2024, 19 (01): : 14 - 23
  • [48] INTEGRATION OF AUGMENTED REALITY IN ENGLISH LANGUAGE TEACHING IN PRIMARY EDUCATION: ENHANCING LINGUISTIC LEARNING AND VOCABULARY ACQUISITION
    Blanco, Raquel Subirats
    Conde, Manuel Antonio
    EDMETIC, 2024, 13 (02):
  • [49] The Impact of Training by Augmented Reality Technology on Creative Thinking and English-Language Learning Motivation of Students
    Bagherpur, Masoumeh
    Vakili, Khatoon
    Emami, Tahereh
    Eimery, Slimeh
    INTERNATIONAL JOURNAL OF EARLY CHILDHOOD SPECIAL EDUCATION, 2021, 13 (02) : 1230 - 1237
  • [50] A Study on Integrating Augmented Reality Technology and Game-based Learning Model to Improve Motivation and Effectiveness of Learning English Vocabulary
    Chen, Shih-Yeh
    Hung, Chao-Yueh
    Chang, Yao-Chung
    Lin, Yu-Shan
    Lai, Ying-Hsun
    2018 FIRST INTERNATIONAL COGNITIVE CITIES CONFERENCE (IC3 2018), 2018, : 24 - 27