1. Introduction
The integration of technology has transformed the learning environment into a more engaging, interactive, authentic, and joyful environment [
1,
2]. Additionally, increasing children’s motivation to learn a new language is an important factor in acquiring language skills [
3]. Augmented reality (AR) is defined as “the real-time insertion of computer-generated three-dimensional content into a real scene” [
4] (p. 357). AR learning resources are characterized by dynamic interactions and the creation of visualization learning environments that facilitate children’s understanding [
5]. To Yang [
6], AR books are one of the cornerstones that allow for bridging the digital world with the real one, offering interactive experiences that make learning a pleasurable experience for digital native learners. According to Lee [
7], 3D-rendered models embedded into books with AR technology allow young children to read books in a more engaging and realistic way. Furthermore, AR-based games, such as board games or map-based games, create links between the real environment and virtual elements and are widely used by teachers since they seem to facilitate learners in forming new relationships or connections between items [
8]. AR applications attract attention in language learning settings, as they enable the interface between reality and digital information, therefore allowing learners to use the target language to convey their ideas [
9] in a live direct or indirect real-world environment in real time [
10].
The impact of AR on early foreign language vocabulary seems to be positive, with AR facilitating vocabulary learning and leading to increased motivation levels with preschoolers [
11]. AR technology can also be a favorable tool for the enhancement of older students’ motivation during language learning [
12]. Although there is an increase in the number of studies on AR integration in early target language learning, there is still space for additional research since the early childhood period is crucial for language familiarization and development. In the Greek context, research findings have demonstrated that mobile devices offer unique possibilities for learner-centered approaches to teaching and the implementation of innovative language teaching practices, not usually experienced in other learning tools [
13]. Researchers incorporated AR into various areas such as physics [
14,
15], history [
16], or mathematics [
17], underlining the pedagogical value of AR technology. However, studies about the use of AR educational applications in the field of early foreign language are rather sparse [
18,
19], mostly placing emphasis on the use of AR games or AR books [
20,
21] rather than on applications integrated into the learning process to enable familiarization with the target language. In this light, there is a need to further investigate the use of AR applications and the possibilities they can offer in early foreign language (FL) teaching and learning. In this current study, AR applications were used to investigate possible differences in the performance and learning motivation of very young language learners studying an FL. More specifically, this study presents a pilot intervention that was designed and implemented in the context of learning English as an FL, focusing on primary school children’s familiarization with the English alphabet and basic vocabulary, associated with the alphabet letters presented.
This study is structured as follows: first, a brief reference is made to the theoretical framework related to the educational use of AR applications in the field of foreign/second language teaching and learning. The design and implementation of the pilot program is then described, followed by its evaluation. This paper concludes with the presentation of the conclusions of the study, their connection with the results of related research, and a number of suggestions for future research.
2. Literature Review
In the field of early literacy, alphabet knowledge refers to children’s ability to match the name of a letter with its shape as well as with one or two sounds corresponding to that particular letter in written speech [
22]. It is measured by recognition, production, and writing tasks. Knowledge of the alphabet seems to be of primary importance, as it is linked to the acquisition of skills of understanding, the production of written language, and the possibility of predicting the acquisition of these skills [
23,
24,
25]. Alphabet familiarization is usually conducted through the use of flashcards, songs, and/or videos, as well as related worksheets or the use of educational software, enabling users to interact by means of a mouse and keyboard, which is considered a traditional approach.
Regarding vocabulary learning in early foreign/second language contexts, Wilkins states that “without grammar, very little can be conveyed, without vocabulary nothing can be conveyed” [
26] (pp. 111–112), pointing out that vocabulary development is paramount for interaction and successful communication. When words are used in a context, they become more easily absorbed and remembered, and including the written form of a word on a flashcard when introducing it helps learners remember its spelling [
27]. Researchers also argue that even hearing a new word only once is sufficient for children to learn it receptively [
28], although productive vocabulary knowledge will require more time and exposure. Chela-Flores [
29] (pp. 85–101) also recommends the integration of pronunciation into language programs under the perspective that pronunciation has to be given the same attention as grammar and vocabulary for language learning.
As is recorded in the relevant literature, early familiarization with a target language and the creative use of technology is recommended for effective language learning [
30]. Animation and multimedia tools attract children’s attention and are effective in enhancing motivation [
31]. According to Cabero and Barosso [
32], the learning experiences created through the use of AR applications seem to (a) facilitate the understanding of complex ideas in various fields of knowledge, (b) encourage students to understand and reinforce new knowledge through visualizing the content and through contact with additional data in a different form, (c) increase learning motivation through discovery processes, (d) promote authenticity through access to authentic content during language learning, (e) promote engagement in the learning process and interactivity, resulting in better student performance, (f) and promote learning through the use of digital technologies, enhancing the cultivation of 21st century skills.
The term AR actually applies to “any technology that combines real and virtual information in a meaningful way… therefore, the AR concept is not limited to any one type of technology” [
33] (p. 42). An AR interface allows the user to use physical objects in order to interact with virtual ones in a natural way. Studies examining the use of AR technology in foreign language learning contexts with young learners reveal its definite advantages in alphabet and vocabulary learning, providing learners with ample opportunities to “animate” information and to visualize letters or words, simultaneously offering exposure to their written forms and pronunciation. Researchers observe that, in AR-based alphabet books with preschoolers, where they are provided with presentations of the corresponding letter patterns and animations of letter drawings, 3D models of objects starting with each alphabet character and puzzle games that test children’s knowledge create an effective and enjoyable learning environment [
34,
35]. Moreover, enhancing vocabulary and grammar structure learning with the use of AR applications by incorporating AR activities into an educational book has been shown to facilitate the development of English language skills as well as the learning of vocabulary and grammatical structures [
36]. Hung, Chen, and Huang [
37] found that, in addition to new opportunities for teaching and learning [
38], possibilities are offered through AR applications for better understanding in relation to other teaching materials, therefore facilitating the learning process. Tsai [
39] compared a traditional language learning approach focused on lecturing to an AR approach in order to assess English vocabulary learning in a primary education context. The findings demonstrated differences in relation to the motivation and academic performance of young learners taught by employing AR applications and proved to be superior to those taught by employing traditional lecturing approaches. Furthermore, there seems to be a positive correlation between students’ motivation and an AR experience-enhanced learning process, as both motivation and student involvement in the learning process are improved [
40]. Relevant studies document high levels of participant excitement when engaging in AR learning experiences [
41,
42], as well as high levels of satisfaction for preschoolers and their willingness to repeat AR activities [
40]. The degree of involvement of elementary school students in activities also seems to vary as regards their motivation [
43], with AR-supported materials having a positive impact on students’ understanding, success, and motivation while acquiring English vocabulary [
44,
45]. Research [
46] also shows that mobile learning and AR applications can be both intrinsically and extrinsically motivating and promote cooperation and collaborative work. Last but not least, Parmaxi et al. [
47] attempted a research review, focusing on AR-based projects in an English as a foreign language-learning classroom, underlining the importance of AR in an FL curriculum.
5. Discussion and Conclusions
The findings of this current study show that there is a positive impact of AR applications on early childhood learners’ alphabet and vocabulary learning and retention, as well as on their motivation levels in an English as an FL-learning context. The development of immersive, interactive experiences seems to enable language learning in a fun and interesting way, also facilitating very young learners’ ability to acquire and recall new vocabulary. In this study, very young learners’ interaction with AR applications meant the provision of ample opportunities to interact with (a) digital objects, (b) labels imposed on the digital objects, (c) sounds, offering a connection between graphemes and phonemes, and (d) digital games, which enabled them to better learn and recall the FL alphabet and vocabulary.
Drawing on the processing of quantitative data from the pre- and post-tests, it is possible to observe that the mean scores were greater for the control group in all phases of the program, indicating that the control group probably had some previous experience with the FL in an informal context, as they performed better in all phases in the pre-test. However, statistically significant differences were observed for the experimental group in both parts of the post-test in all phases of the program. This finding reveals the AR approach employed was effective as regards alphabet and vocabulary learning and retention. This fact can also be related to the qualitative findings of this study, showing very young learners’ high motivation levels while familiarizing themselves with English as an FL with AR applications. It is, however, worth mentioning that the control group participants also appeared to be satisfied and confident during their FL classes. This finding can be interpreted if we take into account the fact that, in the first grade of Greek primary school, emphasis is placed on having fun with the FL and learning in a creative and playful way, with no focus placed on studying or homework. Therefore, children feel that the nature of English lessons is totally different from any other subject they are taught. As a result, children seem to become accustomed to the playful manner of the FL class, seeking approaches that will keep their interest levels high. This observation explains why the experimental group learners remained motivated and achieved better long-term results, presenting statistically significant differences in their performance in Phases 2 and 3 of the pre- and post-tests. Therefore, it seems that the participants of the experimental group were able to remain motivated and engaged in what they were learning because they found the AR approach “fun”, “interesting”, and, consequently, “easy”, with the activities being appealing and appropriate for their age. It can also be assumed that, as they were having fun during learning, their typical distractions were diminished, which resulted in better long-term performance. Furthermore, specifically regarding the satisfaction motivation factor, it was observed that the majority of the participants of the experimental group mentioned that they considered the activities they took part in in the FL class as “fun”, indicating the motivating nature of the AR-based applications employed. This fact can also account for the improved performance results of the experimental group obtained in the post-test, despite the fact that the mean scores of their performance were lower at all phases of the intervention in comparison with these of the control group. This assumption can also be supported through the use of digital games in the classroom to enhance student motivation, which, in turn, boosted the outcomes of their learning. What is more, statistically significant differences observed for the experimental group in alphabet and vocabulary learning and retention can be explained by stating that AR applications enable a better understanding of concepts related to words through instant visual representations, while also attracting children’s enthusiasm and focus.
The results of this study are consistent with findings from several researchers in the field. Yangin Ersanli [
51] also examined the efficacy of AR in enhancing vocabulary learning and retention among young learners, concluding that the intervention was more lasting in the experimental group compared to the control group regarding the retention results. Previous research also implies that augmented reality-based learning resources facilitate children’s understanding in an FL learning context [
5]. Korosidou and Bratitsis [
20] found significant differences regarding vocabulary acquisition in activities designed for very young learners with the integration of digital storytelling and AR-based applications. Furthermore, positive effects of animated and interactive multimedia were recorded regarding word recognition and writing skills with preschoolers [
52]. The results of this study are in line with Çevik et al. [
53], supporting the discovery that AR-supported teaching is more effective in terms of English vocabulary learning success than teaching by using more traditional approaches, like pictures or toys.
Previous research findings also underline the finding that AR technology can enhance language learning by making it more interactive and engaging, therefore contributing to students’ motivation and interest in language learning [
54]. The unique AR interface acts as a natural attention grabber for children [
40,
55], and they experience feelings of enjoyment when using the application in learning English as an FL [
56]. This current research results also confirms previous findings underlining the discovery that the use of digital games in the classroom enhances student motivation [
57] and the conclusion that “the AR approach increases engagement in the learning process” [
58] (p. 2868).
All in all, the pilot intervention presented with the suggested AR approach cannot lead to the drawing of generalized conclusions. However, the observations and conclusions drawn give a very positive first impression, as it appears that this novel teaching approach generated enthusiasm and stimulated the interest of the participating early childhood learners, who remained focused and motivated all throughout the implementation of the pilot program and the AR activities in the FL class. The use of the applications, combining virtual and real elements, as well as sound and image in a gamified context, made learning more interesting. They kept the children’s interest undiminished but also gave them the opportunity to see, hear, and learn alphabet letters and the associated vocabulary at their own pace, proceeding with vocabulary practice through digital activities that kept their motivation levels high and facilitated retention. Very young learners’ high enthusiasm for engaging in AR experiences is highlighted in this study, as the participants’ high levels of satisfaction and their eagerness to participate in the AR experiment led to improved language learning. As research shows [
59], learners of English as an FL seem to develop a positive attitude when learning lexical items using AR, as AR-based technologies help them create an emotional bond with the materials studied, resulting in a significant improvement in motivation.
The limitations of this study include the small number of participating young learners and the short implementation period of the pilot intervention. AR applications should be included in the weekly schedule of the English as a foreign language subject in order to measure the long-term effect of the intervention, adding an interdisciplinary approach to language learning. By applying the pilot program for a longer period of time, the differences noticed in this current study, demonstrating a positive effect on language performance, can be verified, moving beyond participants’ positive reaction towards the AR applications due to their enthusiasm or enjoyment. A possible positive correlation obtained between the level of motivation and vocabulary performance also needs to be studied in order to conclude if the materials that include AR in the syllabus have a positive influence on very young learners who use this tool in the learning of lexical items. However, it needs to be mentioned that previous research findings [
60], even with very young learners [
61], establish that AR-based applications possess a novel appeal, but this effect alone may not generate or enhance learning. This novelty factor effect can also be catered to learners if the educator effectively adapts digital tools to an educational context, following the principles of specific approaches and designing an appropriate syllabus according to them, as well as according to the specific learners’ needs and interests. In this sense, a needs analysis can also be conducted before the implementation of a future pilot study.
AR is an affordable tool due to the accessibility of mobile devices. Therefore, its widespread use needs to be further studied. AR-based applications offer novel experiences, even to learners of more underprivileged environments, like the ones of the suburban area school where this current study was realized. They can take young learners to “worlds” that would not be possible to reach due to a number of uncontrollable circumstances and provide them with opportunities to connect their language learning to prior knowledge or a number of new experiences. In that vein, future research should focus on examining the extent to which individuals’ learning processes can benefit from learning in an interactive learning environment that is accessible from anywhere and at any time. What is more, AR technology in the improvement of pronunciation and speaking skills should be studied, as AR applications can provide instant feedback to the user. Effects related to pronunciation accuracy can be recognized and evaluated. What is more, further research should focus on audiovisual material (images, videos, and sound effects) and their effect on all four language skills, as well as on very young learners’ collaborative skills. The effect of AR technology on very young learners with weak language learning performance or learners with learning disabilities can also be explored.