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Effects of <scp>AR</scp>‐ and <scp>VR</scp>‐based wearables in teaching <scp>English</scp>: The application of an <scp>ARCS</scp> model‐based learning design to improve elementary school students' learning motivation and performance

Cheng‐Yu Hung, Yen‐Ting Lin, Shih‐Jou Yu, Jerry Chih‐Yuan Sun

2023Journal of Computer Assisted Learning44 citationsDOI

Abstract

Abstract Background Previous research has examined the use of augmented reality (AR) and virtual reality (VR) in English language teaching. However, to the best of our knowledge, none of the earlier studies that investigated integrating AR and VR “wearables” into teaching and learning English based on the attention, relevance, confidence, and satisfaction (ARCS) motivation model compared the differences in learning motivation and performance between traditional teaching methods and those using AR‐ and VR‐based using wearables. Objectives To create a thematic learning environment based on learners' lived experiences and provide them with an immersive English course that extends textbook knowledge using a technology‐assisted real‐life learning context. Method This study used a quasi‐experimental research design. A total of 119 participants were spilt into three learning groups based on teaching tools: traditional methods and AR‐ and VR‐based wearable devices. The performance of each group was evaluated through three stages using appropriate educational tools for traditional, AR‐, and VR‐based classrooms, followed by semistructured interviews. Multiple regression analysis was conducted to investigate the inference learning performance (remembering and analysing) of the four ARCS dimensions with the three teaching methods. Results The results showed that confidence and relevance were positively correlated with learning performance in the VR‐based wearable group. In the context of the ARCS model, learners' confidence predicted learning performance and the remembering subdimension when VR‐based learning materials were used. Implications These results suggest that, compared to traditional teaching methods, VR‐based wearables make it easier to create a highly immersive learning environment and are more likely to help learners find the correct words, improve their accuracy, and increase their confidence and sense of accomplishment in the entire learning process.

Topics & Concepts

Context (archaeology)Relevance (law)Wearable computerComputer scienceThematic analysisTeaching methodVirtual realityMultimediaMathematics educationWearable technologyHuman–computer interactionPsychologyQualitative researchPaleontologyBiologySocial sciencePolitical scienceSociologyEmbedded systemLawAugmented Reality ApplicationsVirtual Reality Applications and ImpactsMobile Learning in Education