Foreign Language Learning Gamification Using Virtual Reality—A Systematic Review of Empirical Research
Abstract
:1. Introduction
- An empirical review of Gamification using immersive technologies in learning a Second Language
- Identify the target audience of the already existent solutions;
- Identify the leading technology of the existent solutions;
- Identify the didactic impact of Gamification using virtual reality technology in learning a Second Language;
- Identify current research limitations
- Suggest a research agenda
2. Methodology
2.1. Eligibility Criteria
- IC-1. The manuscript has in the abstract, title or keywords the following keywords: “Virtual Reality” or “Augmented Reality” or “VR” or “AR”, and “Second Language” or “Foreign Language” or “English” or “Language”, and “Gamification” or “Games”
- IC-2. The manuscript was written in English or Portuguese
- IC-3. The manuscript was published in a conference or journal
- EC-1. Not available
- EC-2. Not written in English or Portuguese
- EC-3. Do not use Virtual Reality or Augmented Reality
- EC-4. Not published in conference or journal
- EC-5. Do not have a study
- EC-6. Do not use games
- EC-7. Language learning is not being evaluated
2.2. Search Strategy
2.3. Study Selection
2.4. Data Extraction
2.5. Quantitative Analysis
2.6. Quality Assessment
3. Results
4. Discussion
4.1. Findings
4.2. Research Agenda
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Abbreviations
VR | Virtual Reality |
AR | Augmented Reality |
CAVE | Cave Automatic Virtual Environments |
HMD | Head-Mounted Display |
RQ | Research Question |
IC | Inclusion Criteria |
EC | Exclusion Criteria |
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Learn Result | Source | Quantity |
---|---|---|
Yes | [21,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57] | 24 records/75% |
Neutral | [58,59,60] | 3 records/9.4% |
Do Not Inform | [61,62,63,64] | 4 records/12.5% |
Not Applicable | [65] | 1 record/3.1% |
Factors Being Evaluated | Source | Quantity |
---|---|---|
Learning | [21,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65] | 32 records |
Motivation | [21,37,47,48,53,59,61] | 7 records |
Attitude | [40,41,42,53,59] | 5 records |
Cognitive Workload | [56,62,65] | 3 records |
Enjoyment | [50,52] | 2 records |
Flow | [62,65] | 2 records |
Satisfaction | [42,47] | 2 records |
Usability | [52,58] | 2 records |
Presence | [43] | 1 record |
Gaming Experience | [55] | 1 record |
Gender | [65] | 1 record |
Involvement | [58] | 1 record |
Anxiety | [62] | 1 record |
Accuracy | [38] | 1 record |
User interface | [39] | 1 record |
Feedback towards the application | [40] | 1 record |
Learning interests | [56] | 1 record |
Fun | [47] | 1 record |
Game Design | [51] | 1 record |
Playfulness | [51] | 1 record |
System Design | [59] | 1 record |
General assessment | [59] | 1 record |
Learn Result | Source | Quantity |
---|---|---|
Augmented Reality | [35,36,37,38,39,40,41,42,51,52,54,56,61,62,63,65] | 16 records/50% |
Desktop | [44,45,46,47,48,49,50,57,60,64] | 10 records/31.3% |
Video-capture VR technology | [21,53,59] | 3 records/9.4% |
Virtual Reality | [55,58] | 2 records/6.3% |
CAVE | [43] | 1 record/3.1% |
Educational Stage | Source | Quantity |
---|---|---|
Primary education or first stage of basic education | [35,36,40,51,52,59,61,62,65] | 9 records |
Do not inform | [42,43,46,47,48,49,50,55,60] | 9 records |
Lower secondary or second stage of basic education | [21,37,53,54,64] | 5 records |
Pre-primary education | [39,63] | 2 records |
Secondary education | [41,57] | 2 records |
First stage of tertiary education | [57,63] | 2 records |
Post-secondary non-tertiary education | [57] | 1 record |
Second stage of tertiary education | [57] | 1 record |
Participants recruited from the university community | [58] | 1 record |
Participants whose mean age were twenty-one (21) years old | [38] | 1 record |
Participants whose age ranged from twenty-one (21) to fifty-five (55) years old | [44] | 1 record |
Students from an higher education foreign language course | [45] | 1 record |
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Pinto, R.D.; Peixoto, B.; Melo, M.; Cabral, L.; Bessa, M. Foreign Language Learning Gamification Using Virtual Reality—A Systematic Review of Empirical Research. Educ. Sci. 2021, 11, 222. https://doi.org/10.3390/educsci11050222
Pinto RD, Peixoto B, Melo M, Cabral L, Bessa M. Foreign Language Learning Gamification Using Virtual Reality—A Systematic Review of Empirical Research. Education Sciences. 2021; 11(5):222. https://doi.org/10.3390/educsci11050222
Chicago/Turabian StylePinto, Rafael Darque, Bruno Peixoto, Miguel Melo, Luciana Cabral, and Maximino Bessa. 2021. "Foreign Language Learning Gamification Using Virtual Reality—A Systematic Review of Empirical Research" Education Sciences 11, no. 5: 222. https://doi.org/10.3390/educsci11050222
APA StylePinto, R. D., Peixoto, B., Melo, M., Cabral, L., & Bessa, M. (2021). Foreign Language Learning Gamification Using Virtual Reality—A Systematic Review of Empirical Research. Education Sciences, 11(5), 222. https://doi.org/10.3390/educsci11050222