Augmented Reality-Based English Language Learning: Importance and State of the Art
Abstract
:1. Introduction
2. Literature Review
2.1. Augmented Reality
2.2. The Use of Augmented Reality in Education
2.3. Augmented Reality in English Learning
3. Methods and Procedures
3.1. Data Collection and Sample
3.1.1. Semi-Structured Interview
3.1.2. Systematic Literature Review
4. Research Questions
5. Quality Assessments
- Articles that discuss factors regarding teaching and learning English by employing AR.
- Articles that clearly articulate an approach, model, or framework.
- Articles that address the advantages and limitations of the suggested work.
Data Analysis
6. Findings
6.1. Interviews
6.1.1. Improving Students’ Reading Comprehension
6.1.2. Promoting Students’ Vocabulary Items
6.1.3. Increasing Students’ Academic Achievements
6.2. SLR
7. Learning English by Using AR Applications
8. Existing Suggested Works
9. Advantages and Limitations
10. Discussion
11. Conclusions
Author Contributions
Funding
Conflicts of Interest
Appendix A
1 | What is your information about AR applications and games? |
2 | Have you used AR for teaching and learning English skills? |
3 | How do you think AR application could improve the motivation of EFL towards learning English skills? Why? How? |
4 | What is the effectiveness of AR on learning and teaching skills? |
5 | What is the effectiveness of AR on learning and teaching skills? |
6 | How can AR reduce students’ anxiety levels? |
7 | What is the impact of AR on students’ cognitive load during learning? |
8 | What is the impact of AR on students’ cognitive load during learning? |
References
- Cipresso, P.; Giglioli, I.A.C.; Raya, M.A.; Riva, G. The past, present, and future of virtual and augmented reality research: A network and cluster analysis of the literature. Front. Psychol. 2018, 9, 2086. [Google Scholar] [CrossRef]
- Zachary, W.; Ryder, J.; Hicinbothom, J.; Bracken, K. The use of executable cognitive models in simulation-based intelligent embedded training. In Proceedings of the Human Factors and Ergonomics Society Annual Meeting, Albuquerque, NM, USA, 22–26 September 1997; SAGE Publications: New York, NY, USA, 1997; Volume 41, pp. 1118–1122. [Google Scholar]
- Azuma, R.T. The challenge of making augmented reality work outdoors. Mix. Real. Merging Real Virtual Worlds 1999, 1, 379–390. [Google Scholar]
- He, Z.; Wu, L.; Li, X.R. When art meets tech: The role of augmented reality in enhancing museum experiences and purchase intentions. Tour. Manag. 2018, 68, 127–139. [Google Scholar] [CrossRef]
- Han, D.I.D.; Dieck, M.C.T.; Jung, T. Augmented Reality Smart Glasses (ARSG) visitor adoption in cultural tourism. Leis. Stud. 2019, 38, 618–633. [Google Scholar] [CrossRef]
- Wedyan, M. Augmented Reality and Novel Virtual Sample Generation Algorithm Based Autism Diagnosis System. 2020. Available online: https://opus.lib.uts.edu.au/bitstream/10453/140951/1/01front.pdf (accessed on 29 July 2022).
- Wedyan, M. Augmented reality for autistic children to enhance their understanding of facial expressions. Multimodal Technol. Interact. 2021, 5, 48. [Google Scholar] [CrossRef]
- Wedyan, M.; Al-Jumaily, A.; Dorgham, O. The use of augmented reality in the diagnosis and treatment of autistic children: A review and a new system. Multimed. Tools Appl. 2020, 79, 18245–18291. [Google Scholar] [CrossRef]
- Azuma, R.; Baillot, Y.; Behringer, R.; Feiner, S.; Julier, S.; Macintyre, B. Recent advances in augmented reality. IEEE Comput. Graph. Appl. 2001, 21, 34–47. [Google Scholar] [CrossRef]
- Silva, R.; Oliveira, J.C.; Giraldi, G.A. Introduction to Augmented Reality; National Laboratory for Scientific Computation, Av. Getulio Vargas: Petrópolis, Brazil, 2003. [Google Scholar]
- Kesim, M.; Ozarslan, Y. Augmented reality in education: Current technologies and the potential for education. Procedia-Soc. Behav. Sci. 2012, 47, 297–302. [Google Scholar] [CrossRef]
- Erdem, A. Educational importance of augmented reality application. Educ. Res. Pract. 2017, 448–458. [Google Scholar]
- Dunleavy, M.; Dede, C. Augmented reality teaching and learning. In Handbook of Research on Educational Communications and Technology; Springer: New York, NY, USA, 2014; pp. 735–745. [Google Scholar]
- Akçayır, M.; Akçayır, G. Advantages and challenges associated with augmented reality for education: A systematic review of the literature. Educ. Res. Rev. 2017, 20, 1–11. [Google Scholar] [CrossRef]
- Rauschnabel, P.A.; Rossmann, A.; Dieck, M.C.T. An adoption framework for mobile augmented reality games: The case of Pokémon Go. Comput. Hum. Behav. 2017, 76, 276–286. [Google Scholar] [CrossRef]
- Juan, C.M.; Llop, E.; Abad, F.; Lluch, J. Learning words using augmented reality. In Proceedings of the 2010 10th IEEE International Conference on Advanced Learning Technologies, Sousse, Tunisia, 5–7 July 2010; pp. 422–426. [Google Scholar]
- Alshammari, R. The Current Use of Mobile Devices among Students and Faculty in EFL Teaching in a Saudi Arabian Context. Turk. Online J. Educ. Technol.-TOJET 2020, 19, 34–51. [Google Scholar]
- Rozi, I.; Larasati, E.; Lestari, V. Developing vocabulary card base on Augmented Reality (AR) for learning English. IOP Conf. Ser. Mater. Sci. Eng. 2021, 1073, 12061. [Google Scholar] [CrossRef]
- Diegmann, P.; Schmidt-Kraepelin, M.; Eynden, S.; Basten, D. Benefits of augmented reality in educational environments—A systematic literature review. In Proceedings of the 12th International Conference on Wirtschaftsinformatik (WI 2015), Osnabrück, Germany, 4–6 March 2015; pp. 1542–1556. [Google Scholar]
- Azuma, R.T. A survey of augmented reality. Presence Teleoperators Virtual Environ. 1997, 6, 355–385. [Google Scholar] [CrossRef]
- Tekedere, H.; Göke, H. Examining the effectiveness of augmented reality applications in education: A meta-analysis. Int. J. Environ. Sci. Educ. 2016, 11, 9469–9481. [Google Scholar]
- Chen, Y.; Wang, Q.; Chen, H.; Song, X.; Tang, H.; Tian, M. An overview of augmented reality technology. J. Phys. Conf. Ser. 2019, 1237, 22082. [Google Scholar] [CrossRef]
- Iatsyshyn, A.V.; Kovach, V.O.; Romanenko, Y.O.; Deinega, I.I.; Iatsyshyn, A.V.; Popov, O.O.; Kutsan, Y.G.; Artemchuk, V.O.; Burov, O.Y.; Lytvynova, S.H. Application of augmented reality technologies for preparation of specialists of new technological era. In Proceedings of the 2nd International Workshop on Augmented Reality in Education, Kryvyi Rih, Ukraine, 22 March 2019; Kiv, A.E., Shyshkina, M.P., Eds.; pp. 181–200. [Google Scholar]
- Bower, M.; Howe, C.; Mccredie, N.; Robinson, A.; Grover, D. Augmented Reality in education-cases, places and potentials. Educ. Media Int. 2014, 51, 1–15. [Google Scholar] [CrossRef]
- Huang, T.C.; Chen, C.C.; Chou, Y.W. Animating eco-education: To see, feel, and discover in an augmented reality-based experiential learning environment. Comput. Educ. 2016, 96, 72–82. [Google Scholar] [CrossRef]
- Acosta, J.L.B.; Navarro, S.M.; Gesa, R.F.; Graf, S. Augmented reality trends in education: A systematic review of research and applications. J. Educ. Technol. Soc. 2014, 17, 133–149. [Google Scholar]
- Elmqaddem, N. Augmented reality and virtual reality in education. Myth or reality? Int. J. Emerg. Technol. Learn. 2019, 14, 234–242. [Google Scholar] [CrossRef]
- Wu, H.K.; Lee, S.W.Y.; Chang, H.Y.; Liang, J.C. Current status, opportunities and challenges of augmented reality in education. Comput. Educ. 2013, 62, 41–49. [Google Scholar] [CrossRef]
- Oblinger, D.G. Learners, learning, and technology: The EDUCAUSE learning initiative. Educ. Rev. 2005, 40, 66–75. [Google Scholar]
- Chang, G.; Morreale, P.; Medicherla, P. Applications of augmented reality systems in education. In Proceedings of the Society for Information Technology & Teacher Education International Conference, 2010, San Diego, CA, USA, 29 March–2 April 2010; Association for the Advancement of Computing in Education: Waynesville, NC, USA, 2010; pp. 1380–1385. [Google Scholar]
- Jamrus, M.H.M.; Razali, A.B. Augmented reality in teaching and learning English reading: Realities, possibilities, and limitations. Int. J. Acad. Res. Progress. Educ. Dev. 2019, 8, 724–737. [Google Scholar] [CrossRef]
- Lee, J. Problem-based gaming via an augmented reality mobile game and a printed game in foreign language education. Educ. Inf. Technol. 2020, 27, 743–771. [Google Scholar] [CrossRef]
- Rau, P.L.P.; Zheng, J.; Guo, Z.; Li, J. Speed reading on virtual reality and augmented reality. Comput. Educ. 2018, 125, 240–245. [Google Scholar] [CrossRef]
- Barreira, J.; Bessa, M.; Pereira, L.C.; Adão, T.; Peres, E.; Magalhães, L. MOW: Augmented Reality game to learn words in different languages: Case study: Learning English names of animals in elementary school. In Proceedings of the 7th Iberian Conference on Information Systems and Technologies (CISTI 2012), Madrid, Spain, 20–23 June 2012; pp. 1–6. [Google Scholar]
- Küçük, S.; Kapakin, S.; Göktaş, Y. Learning anatomy via mobile augmented reality: Effects on achievement and cognitive load. Anat. Sci. Educ. 2016, 9, 411–421. [Google Scholar] [CrossRef]
- Hsu, T.C. Learning English with augmented reality: Do learning styles matter? Comput. Educ. 2017, 106, 137–149. [Google Scholar] [CrossRef]
- Chang, Y.S.; Chen, C.N.; Liao, C.L. Enhancing english-learning performance through a simulation classroom for EFL students using augmented reality-A junior high school case study. Appl. Sci. 2020, 10, 7854. [Google Scholar] [CrossRef]
- Geng, X.; Yamada, M. An augmented reality learning system for Japanese compound verbs: Study of learning performance and cognitive load. Smart Learn. Environ. 2020, 7, 1–19. [Google Scholar] [CrossRef]
- Mcintosh, M.J.; Morse, J.M. Situating and constructing diversity in semi-structured interviews. Glob. Qual. Nurs. Res. 2015, 2, 2333393615597674. [Google Scholar] [CrossRef]
- Kitchenham, B.; Charters, S.M. Guidelines for Performing Systematic Literature Reviews in Software Engineering. 2007. Available online: https://www.researchgate.net/publication/302924724_Guidelines_for_performing_Systematic_Literature_Reviews_in_Software_Engineering (accessed on 27 July 2022).
- Vilela, J.; Castro, J.; Martins, L.E.G.; Gorschek, T. Integration between requirements engineering and safety analysis: A systematic literature review. J. Syst. Softw. 2017, 125, 68–92. [Google Scholar] [CrossRef]
- Kiger, M.E.; Varpio, L. Thematic analysis of qualitative data: AMEE Guide No. 131. Med. Teach. 2020, 42, 846–854. [Google Scholar] [CrossRef]
- Prayag, G.; Ryan, C. The relationship between the `push’and `pull’factors of a tourist destination: The role of nationality-an analytical qualitative research approach. Curr. Issues Tour. 2011, 14, 121–143. [Google Scholar] [CrossRef]
- Boyatzis, R.E. Transforming Qualitative Information: Thematic Analysis and Code Development; Sage. 1998. Available online: https://psycnet.apa.org/record/1998-08155-000 (accessed on 27 July 2022).
- Cranmer, E.E.; Dieck, M.C.T.; Fountoulaki, P. Exploring the value of augmented reality for tourism. Tour. Manag. Perspect. 2020, 35, 100672. [Google Scholar] [CrossRef]
- Kumar, R. Research Methodology: A Step-by-Step Guide for Beginners; Sage. 2011. Available online: https://study.sagepub.com/kumar4e (accessed on 27 July 2022).
- Lecompte, M.D.; Goetz, J.P. Problems of reliability and validity in ethnographic research. Rev. Educ. Res. 1982, 52, 31–60. [Google Scholar] [CrossRef]
- Babbie, E. Survey Research Methods. 1990. Available online: https://scirp.org/reference/referencespapers.aspx?referenceid=1234052 (accessed on 27 July 2022).
- Dewey, A.; Drahota, A. Introduction to Systematic Reviews: Online Learning Module Cochrane Training. Available online: https://training.cochrane.org/interactivelearning/module-1-introduction-conducting-systematic-reviews (accessed on 20 July 2021).
- Chen, Y.; Zhou, D.; Wang, Y.; Yu, J. Application of augmented reality for early childhood English teaching. In Proceedings of the 2017 International Symposium on Educational Technology (ISET), Hong Kong, 27–29 June 2017; pp. 111–115. [Google Scholar]
- Tulgar, A.T.; Yilmaz, R.M.; Topu, F.B. Research Trends on the Use of Augmented Reality Technology in Teaching English as a Foreign Language. Particip. Educ. Res. 2022, 9, 76–104. [Google Scholar] [CrossRef]
No. | Gender | Age | Academic Level | Years of Teaching Experience | Grade Levels |
---|---|---|---|---|---|
1 | Female | 30 | Bachelor | 7 | Elementary |
2 | Female | 33 | Bachelor | 10 | Elementary |
3 | Female | 27 | Bachelor | 5 | Elementary |
4 | Female | 28 | Bachelor | 6 | Elementary |
5 | Male | 35 | Master | 11 | Secondary |
6 | Male | 38 | Doctorate | 13 | Secondary |
7 | Female | 40 | Master | 15 | Secondary |
8 | Female | 45 | Master | 16 | Secondary |
9 | Male | 40 | Doctorate | 14 | Secondary |
10 | Male | 38 | Doctorate | 12 | Secondary |
11 | Female | 42 | Doctorate | 10 | Secondary |
12 | Female | 43 | Master | 10 | Secondary |
Criteria | Scope |
---|---|
Population | Papers that suggest an approach, a framework, a model, and a technique in teaching and learning English by employing AR. |
Intervention | Present works that address specific issues in English teaching and learning, and suggest future work using AR. |
Comparison | Advantages and limitations of each suggested work by employing AR in teaching and learning English. |
Results | Elements in teaching and learning English by employing AR and suggested work that can be employed to enhance the effectiveness of learning English. |
Questions | Motivation |
---|---|
RQ1: What are the benefits of augmented reality in improving reading comprehension? | This question seeks to pinpoint how AR technology has been employed for improving reading comprehension. |
RQ2: What are the benefits of augmented reality in improving vocabulary knowledge? | This question aims at unraveling the advantages of augmented reality in improving vocabulary knowledge. |
RQ3: What are the benefits of augmented reality in improving grammar knowledge? | This question intends to mention the benefits of augmented reality in improving grammar knowledge. |
Detailed Keyword | |
---|---|
K1 | The effectiveness of AR application in learning English. |
K2 | The impact of AR on improving English language skills. |
K3 | Issues in learning English, such as approach, model, technique, and frameworks using AR technology. |
K4 | AR application in teaching and learning English. |
Question | Answer |
---|---|
Do the articles indicate significant factors regarding the effectiveness of teaching and learning English language skills by employing AR? | (Yes, No, Partially) |
Do the articles suggest any framework, approach, model, game, or application in teaching and learning English language skills by employing using AR? | (Yes, No, Partially) |
Do the articles contrast the advantages and disadvantages of the current works? | (Yes, No, Partially) |
Advantage Related to the Importance of AR for Learning English Skills | T 1 | T 2 | T 3 | T 4 | T 5 | T 6 | T 7 | T 8 | T 9 | T 10 | T 11 | T 12 |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Improving Students’ Reading Comprehension | 8 | 9 | 10 | 9 | 10 | 9 | 8 | 8 | 10 | 10 | 9 | 8 |
Promoting Students’ Vocabulary Items | 9 | 8 | 9 | 10 | 8 | 9 | 9 | 9 | 8 | 10 | 9 | 7 |
Increasing Students’ Academic Achievements | 9 | 9 | 8 | 8 | 8 | 8 | 9 | 7 | 9 | 9 | 8 | 9 |
Outcomes | Articles |
---|---|
AR improves reading proficiency | [31,32,37] |
AR enhances students’ motivation | [32,36] |
AR improves students’ learning performance | [37,38,39] |
Classification | Illustration |
---|---|
Problem-based gaming model using augmented reality [31]. | Using AR mobile games for reading and printed games for reading to increase learners’ attitudes and engagement toward foreign language learning in which the study used narrative-driven, location-based AR games. |
Online mobile games, mobile devices, and applications using augmented reality [36]. | Using AR mobile devices and online mobile games and applications for learning English. |
Educational applications using augmented reality [37]. | Using education apps, such as 3DBearAR, catchy words AR, Jigspace, and Google Translate for learning English. |
An augmented reality AR compound verb learning system for supporting students learning of compound verbs by using Maya, which is a 3D computer graphics software employed for creating visual effects and interactive 3D animations [39]. | The framework presents the meaning of both individual verbs and compound verbs by 3D animations created employing Maya according to the image schemas of the verbs. |
Keller’s ARCS model including attention, relevance, confidence, and satisfaction was adopted as a framework for the study [38]. | The model combines motivation theory and other learning-related theories for improving students’ motivation toward learning. |
AR flip card for learning English [18]. | Using AR flip cards to improve students’ vocabulary items. |
Two AR educational game approaches for learning English namely, the self-directed learning approach and task-based learning approach [35]. | Using two AR game systems for improving English vocabulary items. |
Classification | Advantages | Limitations |
---|---|---|
Problem-based gaming model using augmented reality [31]. A systematic literature review was used. The method was qualitative. | The findings revealed that both the AR game group and print group exhibited similar levels of cognitive, behavioral, emotional engagement, and positive attitudes towards the importance of AR in learning English. | The learners preferred printed games because they believe that it is more beneficial than AR games. An application of location-based, narrative-driven AR games in foreign language education should be developed. |
Augmented reality for early ages [50]. A total of 20 children from the kindergarten of Central China Normal University; the study sought to teach children cat, plane, fish, dog, and car. The study used AR mobile application. Mixed methods were used to analyze the data. | The findings revealed that AR has significant advantages in improving students’ vocabulary retention. Moreover, the students’ ability to memorize the words increased with age. It increased students’ enthusiasm for learning. | The study suggested combining AR with traditional English teaching. |
Online mobile games, mobile devices, and applications using augmented reality [36]. The sample contained 38 elementary students in northern Taiwan. The data were analyzed quantitatively and qualitatively. | The findings of the reviewed literature in the study showed that AR application is useful, increases students’ motivation towards learning English, improves students’ satisfaction and enjoyment, promotes reading comprehension, reduces students’ anxiety level, and increases knowledge retention. | The students face challenges in maintaining superimposed information that can be solved by developing AR applications. Second, the distraction that might be provided by AR because such technology is new, therefore, it might divert students’ attention. Third, it might disrupt students’ engagement with their classmates and teachers. |
Educational applications using augmented reality [37]. A sample of 40 junior high school students participated in the study; 21 in the experimental group, and 19 in the control group. The study used a mixed methods approach. | AR increases students’ collaboration and engagement, improves students’ creativity, promotes English language acquisition and development, and enhances students’ intra and interpersonal communication. | The high cost of the AR hardware and software applications used for learning English, AR restricts students’ perceptions to a certain extent, and using AR applications could affect students’ eyesight and physical health in the long run. |
An augmented reality AR compound verb learning system for supporting students learning of compound verbs by using Maya, which is a 3D computer graphics software employed for creating visual effects and interactive 3D animations [39]. An interview was conducted with 30 participants in which the data were analyzed qualitatively. | The findings show that AR promotes the learning effectiveness of students’ compound verbs, and increases students’ knowledge retention. | The explanations and the animations of the verb do not appear on the same screen, therefore, the application needs to be developed. |
Ref. [51] carried out a study on using AR for teaching English to young learners. A systematic literature review was used. The data were analyzed qualitatively. | It promotes students’ interactions. It increases students’ motivations. | The cons of AR for young learners were manifested in the fact that AR should be tailored in a manner that attracts the students’ attention and by taking into account the student’s physical and psychological status. It might lead to students’ isolation. The issue of practicality and usability. |
Keller’s ARCS model including attention, relevance, confidence, and satisfaction was adopted as a framework for the study [38]. The sample consisted of 21 students: 12 males and 9 females in Japan. A quasi-experimental design was used in which 10 students were assigned to the experimental group and 11 students were assigned to the control group. | The study found that AR positively affects students’ satisfaction, confidence, learning effectiveness, and concentration of ESL students. | The limitation of the study lies in the necessity for continuous practice for accumulating performance in language communication skills. Moreover, educators should prepare a long time for curriculum design and system development. |
AR flip card for learning English [18]. The study used a multimodal technology in which the data were analyzed qualitatively. | AR motivates students towards learning English vocabulary items. Moreover, it increases students’ comprehension. | The study is limited to improving vocabulary items of the students by using AR flip cards. It cannot be generalized to other English languages. |
Two AR educational game approaches for learning English namely, the self-directed learning approach and task-based learning approach [35]. A sample contained 90; 34 were in the experimental group, and (36) control students participated in the study. The data were analyzed quantitatively using a one-way MANOVA. | The findings reveal that the students employing any of the two approaches had similar and high learning effectiveness, however, the students employing the self-directed system showed higher flow experience. | Restricting which step to begin with was not necessary, but rather providing free learning steps was preferable. |
Publisher’s Note: MDPI stays neutral with regard to jurisdictional claims in published maps and institutional affiliations. |
© 2022 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Share and Cite
Wedyan, M.; Falah, J.; Elshaweesh, O.; Alfalah, S.F.M.; Alazab, M. Augmented Reality-Based English Language Learning: Importance and State of the Art. Electronics 2022, 11, 2692. https://doi.org/10.3390/electronics11172692
Wedyan M, Falah J, Elshaweesh O, Alfalah SFM, Alazab M. Augmented Reality-Based English Language Learning: Importance and State of the Art. Electronics. 2022; 11(17):2692. https://doi.org/10.3390/electronics11172692
Chicago/Turabian StyleWedyan, Mohammad, Jannat Falah, Omar Elshaweesh, Salsabeel F. M. Alfalah, and Moutaz Alazab. 2022. "Augmented Reality-Based English Language Learning: Importance and State of the Art" Electronics 11, no. 17: 2692. https://doi.org/10.3390/electronics11172692
APA StyleWedyan, M., Falah, J., Elshaweesh, O., Alfalah, S. F. M., & Alazab, M. (2022). Augmented Reality-Based English Language Learning: Importance and State of the Art. Electronics, 11(17), 2692. https://doi.org/10.3390/electronics11172692