Virtual reality games in EFL class: Examining learners’ vocabulary learning

Budianto, Langgeng, Suparmi, Suparmi, Biyanto, Biyanto and Azkiyah, Siti Nurul (2023) Virtual reality games in EFL class: Examining learners’ vocabulary learning. The Journal of Asia TEFL, 20 (4). pp. 942-951. ISSN 24661511

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Abstract

This article presents a study that investigates the impact of using Virtual Reality (VR) games on English as a Foreign Language (EFL) learners’ vocabulary learning. The research examines how the integration of VR games in the EFL classroom affects students’ acquisition and retention of vocabulary. The study employs a mixed-methods approach, combining quantitative analysis of vocabulary test scores with qualitative feedback from the participants. The findings demonstrate that the VR games positively facilitated EFL learners’ acquisition of vocabulary meaning. VR games also facilitate learners’ vocabulary learning processes through associating, predicting and outsourcing. The VR games effectively facilitated EFL students’ vocabulary learning because it provided multimodal support, an immersive learning input and environment, and real-time interactivity and feedback. Furthermore, EFL students could experience authentic language and construct word knowledge through predicting and associating the meaning of English subtitles into the VR game activities and contexts while they were playing the VR games. VR games also motivate EFL students to translate and negotiate meaning after playing the VR game. The implications and recommendations for educators are discussed.

Item Type: Journal Article
Keywords: Virtual Reality; games; vocabulary; EFL class
Subjects: 20 LANGUAGE, COMMUNICATION AND CULTURE > 2003 Language Studies > 200302 English Language
Divisions: Faculty of Tarbiyah and Teaching Training > Department of English Language Education
Depositing User: Suparmi Suparmi
Date Deposited: 19 Feb 2024 09:25

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