Skip to main content

Best Practices in the Use of Augmented and Virtual Reality Technologies for SLA: Design, Implementation, and Feedback

  • Chapter
  • First Online:
Book cover Teaching Language and Teaching Literature in Virtual Environments

Abstract

Recent advances in technology have made it possible to add immersive interactive dimensions to nearly any learning environment. This immersive technology provides students with active control and more authentic experiences; thus, helping them learn more effectively and increase their retention. In this view, these technologies seem to be an ‘ideal’ instrument for language instruction, as they combine visual, auditory, and kinesthetic learning styles. While their digital capabilities are almost limitless, their use in language learning remains limited due to technological and methodological challenges. This chapter provides methodological recommendations for the design and use of augmented and virtual technologies in language classroom settings. At the core of these recommendations is the collaborative research conducted at Indiana University which investigated the impact of mobile immersive technology for foreign language teaching and learning. Based on the findings, this chapter suggests several immersive tools and applications suited for the use in foreign language classroom (Aurasma, ThingLink, and Google Cardboard), which were evaluated by both students and instructors by means of self-assessment, technical feedback, and usage statistics.

With each new era, educators must examine the cultural and technological changes that define the times in order to reflect or incorporate them into teaching practice.

(Atwood Publishing, 2010) (http://atwoodpublishing.com/books/230.htm [accessed 02/12/2016])

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 69.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 89.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 119.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Notes

  1. 1.

    https://www.layar.com [accessed 02/03/2018].

  2. 2.

    https://www.aurasma.com [accessed 02/03/2018].

  3. 3.

    https://buildar.com/about [accessed 02/03/2018].

  4. 4.

    http://www.augment.com/ [accessed 02/03/2018].

  5. 5.

    Aurasma Studio allows for creating and publicly sharing Auras at no cost. However, the access to usage statistics and universal marketing requires a professional subscription.

  6. 6.

    Link to the video sample https://youtu.be/pnhzJ3eJzRQ [accessed 27/02/2018].

  7. 7.

    Aurasma has been recently re-branded as HP-reveal.

  8. 8.

    http://www.qr-code-generator.com/ [accessed 10/01/2016].

  9. 9.

    https://citl.indiana.edu/programs/scholarship-teaching-learning/funded-projects-reports/ [accessed 10/12/2015].

  10. 10.

    The use of 2D is free, however the use of 360 images requires a paid subscription.

References

  • Antigoni, P., & Panayiotis, Z. (2017). Web 2.0 in computer-assisted language learning: A research synthesis and implications for instructional design and educational practice. Interactive Learning Environments, 25(6), 704–716.

    Article  Google Scholar 

  • Becker, A. S., Freeman, A., Giesinger H., Cummins, M., & Yuhnke, B. (2016). The NMC/CoSN Horizon Report: 2016 K-12 Edition. Austin. Available at: http://cdn.nmc.org/media/2016-nmc-cosn-horizon-report-k12-EN.pdf. Accessed 27 Feb 2018.

  • Billinghurst, M., & Dünser, A. (2012). Augmented reality in the classroom. Computer, 45(7), 56–63.

    Article  Google Scholar 

  • Black, C. (2018). The dynamic classroom: engaging students in higher education. Retrieved March 7, 2018, from http://www.atwoodpublishing.com/books/230.htm.

  • Bower, M., Howe, C., Mccredie, N, Robinson, A. & Grover, D. (2013). Augmented reality in education – Cases, places, and potentials. In Proceedings of the 2013 IEEE 63rd annual conference international council for education media (pp. 37–41). ICEM.

    Google Scholar 

  • Butler-Pascoe, M. E., & Wiburg, K. M. (2003). Technology and teaching English language learners. Boston: Allyn and Bacon.

    Google Scholar 

  • Carmigniani, J., & Furht, B. (2011). Augmented reality: An overview. In B. Furht (Ed.), Handbook of augmented reality (pp. 3–46). New York: Springer Science & Business Media.

    Chapter  Google Scholar 

  • Canale, M., & Swain, M. (1980). Theoretical bases of communicative approaches to second language teaching and testing. Applied Linguistics, 1(1), 1–47. https://doi.org/10.1093/applin/I.1.1.

    Article  Google Scholar 

  • Chapelle, C. (2001). Computer applications in second language acquisition: Foundation for teaching, testing, and research. Cambridge: Cambridge University Press.

    Book  Google Scholar 

  • Chun, M. (2010). Taking teaching to (performance) task: Linking pedagogical and assessment practices. Change: The Magazine of Higher Learning, 42(2), 22–29.

    Article  Google Scholar 

  • De Troyer, O., Kleinermann, F., & Ewais, A. (2010). Enhancing virtual reality learning environments with adaptivity: Lessons learned. In G. Leitner, M. Hitz, & A. Holzinger (Eds.), HCI in work and leisure, life and leisure (pp. 244–265). Berlin/Heidelberg: Springer. https://doi.org/10.1007/978-3-642-16607-5_16.

    Chapter  Google Scholar 

  • Deci, E. L., & Ryan, R. M. (1987). The support of autonomy and the control of behavior. Journal of Personality and Social Psychology, 53(6), 1024–1037.

    Article  Google Scholar 

  • Dede, C. (1996). The evolution of distance education: Emerging technologies and distributed learning implications of new media for distance education. American Journal of Distance Education, 10(2), 4–36. https://doi.org/10.1080/08923649609526919.

    Article  Google Scholar 

  • Dionisio, J. D. N., Burns, W. G., III, & Gilbert, R. (2013). 3D virtual worlds and the metaverse: Current status and future possibilities. ACM Computing Surveys, 45(3), 34. https://doi.org/10.1145/2480741.2480751.

    Article  Google Scholar 

  • Dunleavy, M., Dede, C., & Mitchell, R. (2009). Affordances and limitations of immersive participatory augmented reality simulations for teaching and learning. Journal of Science Education and Technology, 18(1), 7–22.

    Article  Google Scholar 

  • Elliott, A. (2014, November 11). Aurasma: Augmented reality for your classroom. Available at: http://www.edudemic.com/aurasma-for-your-classroom/. Accessed 29 Oct 15.

  • Fowler, C. (2015). Virtual reality and learning: Where is the pedagogy? British Journal of Educational Technology, 46(2), 412.

    Article  Google Scholar 

  • Freina, L., & Ott, M. (2015). A literature review on immersive virtual reality in ducation: State of the art and perspectives. In the Proceedings of eLearning and Software for Education (eLSE). Bucharest.

    Google Scholar 

  • Jerry, T., & Aaron, C. (2010). The impact of augmented reality software with inquiry-based learning on students’ learning of kinematics graph. In 2010 2nd international conference on education technology and computer (pp. V2-1-V2-5). IEEE. https://doi.org/10.1109/ICETC.2010.5529447.

  • Klopfer, E. (2008). Augmented learning: Research and design of mobile educational games. Cambridge, MA: MIT Press. Retrieved from https://eric.ed.gov/?id=ED524515

    Chapter  Google Scholar 

  • Lange, B. S., Requejo, P., Flynn, S. M., Rizzo, A. A., Valero-Cuevas, F. J., Baker, L., & Winstein, C. (2010). The potential of virtual reality and gaming to assist successful aging with disability. Physical Medicine and Rehabilitation Clinics of North America, 21(2), 339–356.

    Article  Google Scholar 

  • Lee, J. (1999). Effectiveness of computer-based instructional simulation: A meta-analysis. International Journal of Instructional Media, 26(1), 71–85.

    Google Scholar 

  • Lin, T., & Lan, Y. (2015). Language learning in virtual reality environments: Past, present, and future. Journal of Educational Technology & Society, 18(4), 486–497.

    Google Scholar 

  • Lin, C.-Y., Lin, C.-C., Chen, C.-J., & Huang, M.-R. (2012). Real-time interactive teaching materials for students with disabilities. In Y. Zhang (Ed.), Future communication, computing, control and management. (pp. 369–375). Berlin/Heidelberg: Springer. https://doi.org/10.1007/978-3-642-27314-8_50.

    Google Scholar 

  • Mantovani, F. (2001). 2 VR learning: Potential and challenges for the use of 3D environments in education and training. In G. Riva & C. Galimberti (Eds.), Towards cyberpsychology: Mind, cognitions and society in the internet age (pp. 207–226). Amsterdam: IOS Press Available at: https://pdfs.semanticscholar.org/072f/fcd9bead9d3daf1fdb4468e5bba2316325fd.pdf?_ga=2.20614776.1127253653.1519877495-1590553810.1519877495. Accessed 28 Feb 2018.

    Google Scholar 

  • Martín-Gutiérrez, J., Mora, C. E., Añorbe-Díaz, B., & González-Marrero, A. (2017). Virtual technologies trends in education. Eurasia Journal of Mathematics, Science and Technology Education, 13(2), 469–486. https://doi.org/10.12973/eurasia.2017.00626a.

    Article  Google Scholar 

  • Milgram, P., Takemura, H., Utsumi, A., & Kishino, F. (1994). Augmented reality: A class of displays on the reality-virtuality continuum. In Telemanipulator and Telepresence Technologies, Proceedings volume 2351 (pp. 282–292).

    Google Scholar 

  • Moeller, A. J., & Catalano, T. (2015). Foreign language teaching and learning. In International Encyclopedia of the Social & Behavioral Sciences (pp. 327–333). Available at: http://digitalcommons.unl.edu/teachlearnfacpub. Accessed 27 Feb 2018.

    Chapter  Google Scholar 

  • Pantelidis, V. S. (1996). Suggestions on when to use and when not to use virtual reality in education. VR in the Schools, 2(1).

    Google Scholar 

  • Pantelidis, V. S. (2009). Reasons to use virtual reality in education and training courses and a model to determine when to use virtual reality. Themes in Science and Technology Education, 2(1–2), 59–70.

    Google Scholar 

  • Piovesan, S. D., Passerino, L. M, & Pereira, A. S. (2012). Virtual Reality as a tool in education. In IADIS international conference on cognition and exploratory learning in digital age. Available at: http://www.iadisportal.org/digital-library/iadis-international-conference-cognition-and-exploratory-learning-in-digital-age-celda. Accessed 1 Mar 2018.

  • Savery, J. R., & Duffy, T. M. (1995). Problem based learning: An instructional model and its constructivist framework. Educational Technology, 35(5), 31–38.

    Google Scholar 

  • Scrivner, O., Madewell, J., Buckley, C., & Perez, N. (2016). Augmented Reality Digital Technologies (ARDT) for foreign language teaching and learning (pp. 395–398). San Francisco: Future Technologies Conference (FTC).

    Google Scholar 

  • Smith, A. (2015). U.S. Smartphone Use in 2015. Pew Research Center. Available at: http://www.pewinternet.org/2015/04/01/us-smartphone-use-in-2015/. Accessed 27 Feb 2018.

  • Thorne, S. L., Black, R. W., & Sykes, J. M. (2009). Second language use, socialization, and learning in Internet interest communities and online gaming. The Modern Language Journal, 93(Focus Issue), 802–821. https://doi.org/10.1111/j.1540-4781.2009.00974.x.

    Article  Google Scholar 

  • Wigham, C. R., & Chanier, T. (2013). A study of verbal and nonverbal communication in second life: The ARCHI21 experience. ReCALL, 25(1), 63–84.

    Article  Google Scholar 

  • Winn, W. (1993). A conceptual basis for educational applications of virtual reality (Technical Report TR-93-9). Seattle: Human Interface Technology Laboratory, University of Washington.

    Google Scholar 

  • Wasko, C. (2013). What teachers need to know about Augmented Reality enhanced learning environments. TechTrends, 57. (4), 17–21. https://doi.org/10.1007/s11528-013-0672-y.

    Article  Google Scholar 

  • Woolfolk, A. E. (1993). Educational psychology. Bosten: Allyn and Bacon.

    Google Scholar 

  • Wu, F., Liu, Z., Wang, J., & Zhao, Y. (2015). Establishment virtual maintenance environment based on VIRTOOLS to effectively enhance the sense of immersion of teaching equipment. In Proceedings of the 2015 international conference on education technology, management and humanities science. Atlantis Press, Paris. https://doi.org/10.2991/etmhs-15.2015.93.

Download references

Acknowledgements

This project is supported by Indiana University Scholarship of Teaching and Learning grants 2016–2016 and 2017–2018. We would also like to thank Indiana University Spanish & Portuguese Department, Matthew Barton and Samuel Underwood (IU Media Lab team), Ben Feld (HP Aurasma), Susan Oxnevad (ThingLink), and Todd Theriault for their support. Many thanks also to a team of graduate students from the Spanish & Portuguese department for their help with recording.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Olga Scrivner .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2019 Springer Nature Singapore Pte Ltd.

About this chapter

Check for updates. Verify currency and authenticity via CrossMark

Cite this chapter

Scrivner, O., Madewell, J., Buckley, C., Perez, N. (2019). Best Practices in the Use of Augmented and Virtual Reality Technologies for SLA: Design, Implementation, and Feedback. In: Carrió-Pastor, M.L. (eds) Teaching Language and Teaching Literature in Virtual Environments. Springer, Singapore. https://doi.org/10.1007/978-981-13-1358-5_4

Download citation

  • DOI: https://doi.org/10.1007/978-981-13-1358-5_4

  • Published:

  • Publisher Name: Springer, Singapore

  • Print ISBN: 978-981-13-1357-8

  • Online ISBN: 978-981-13-1358-5

  • eBook Packages: Social SciencesSocial Sciences (R0)

Publish with us

Policies and ethics