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Virtual reality as a pedagogical tool: An experimental study of English learner in lower elementary grades

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Abstract

Artificial intelligence (AI) technology significantly impacted educational institutions, and AI application in education brought new perspectives to develop improved technology-enhanced learning systems. Recently, novel approaches in technology-enabled learning utilizing virtual reality (VR) instead of traditional multimedia materials, digital learning games, and educational software. The use of VR technologies in language education improves creativity, interactivity, collaboration, problem-solving, and active knowledge building. In addition, the benefits of using VR in language education extend to lower elementary grades. Young learners can greatly benefit from the immersive and engaging nature of VR technology when learning English. By incorporating VR into English education, students in these grades can experience a more interactive and stimulating learning environment. This study examined which constructs affect students’ continuous use of VR by applying the Technology Acceptance Theory (TAM) theory and explored whether and how VR can improve students’ abilities to learn English compared to voice-video-based oral communications. The results have academic and practical implications, as they provide guidance for a rigorous aspect of technology-enhanced learning and demonstrate strong evidence that VR is more effective than traditional education methods. This supports educators and researchers in developing VR materials and activities. This study emphasized the advantages and potentials of VR in language education.

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Data availability

The datasets generated during and/or analyzed during the current study are available from the corresponding author on reasonable request.

References

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Acknowledgements

This research was supported by Institute of Management Research of Seoul National University.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Jihae Suh.

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Competing interests

The authors have no relevant financial or non-financial interests to disclose.

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Appendices

Appendix 1: Survey for study 1 (5-point likert scale)

Item

Statement

Image (IMG) – Venkatesh & Bala, 2008

  IMG 1

Students in my school/institute who use the system have more prestige than those who do not

  IMG 2

Students in my organization who use the system have a high profile

  IMG 3

Having the system is a status symbol in my school/institute

Result Demonstrability (RES)—Venkatesh & Bala, 2008

  RES 1

I have no difficulty telling others about the results of using the VR system

  RES 2

I believe I could communicate to others the consequence of using the VR system

  RES 3

The results of using the VR system are apparent to me

Computer Anxiety (CANX)—Venkatesh & Bala, 2008

  CANX 1

Working with the VR system makes me nervous

  CANX 2

VR systems make me feel uncomfortable

  CANX 3

VR systems make me feel uneasy

Computer Playfulness (CPLAY)—Venkatesh & Bala, 2008

  CPLAY 1

The following questions ask you how you would characterize yourself when you use the VR systems: … spontaneous

  CPLAY 2

… creative

  CPLAY 3

… playful

Perceived Enjoyment (ENJ)—Venkatesh & Bala, 2008

  ENJ 1

I find using the VR system to be enjoyable

  ENJ 2

The actual process of using the VR system is pleasant

  ENJ 3

I have fun using the VR system

Perceived Usefulness (PU)—Venkatesh & Bala, 2008

  PU 1

Using the VR system improves my performance in my English learning

  PU 2

Using the VR system in my English learning increases my output

  PU 3

Using the VR system enhances my effectiveness in my English learning

  PU 4

I find the VR system to be useful in my English learning

Perceived Ease of Use (PEOU)—Venkatesh & Bala, 2008

  PEOU 1

My interaction with the VR system is clear and understandable

  PEOU 2

Interacting with the VR system does not require a lot of mental effort

  PEOU 3

I find that the VR system is easy to use

Behavioral Intention (BI)—Venkatesh & Bala, 2008

  BI 1

Assuming I had access to the VR system, I intend to use it

  BI 2

Given that I had access to the VR system, I predict that I would use it

  BI 3

I plan to use the VR system in the next 3 months

Appendix 2: Results of factor analysis and reliability analysis

  1. 1)

    Image (IMG)

Image (IMG)

Component

Communalities

Cronbach’s α

Students in my school/institute who use the system have more prestige than those who do not

0.79

0.63

0.780

Students in my organization who use the system have a high profile

0.77

0.59

Having the system is a status symbol in my school/institute

0.78

0.61

Total

1.83

 

% of Variance

60.98

Cumulative %

60.98

KMO and Bartlett's Test

Kaiser–Meyer–Olkin Measure of Sampling Adequacy

0.81

Bartlett's Test of Sphericity

Approx. Chi-Square = 104.19

df = 3

Sig. = 0.000***

  1. *p < 0.1, **p < 0.05, ***p < 0.01
  1. 2)

    Result Demonstrability (RES)

Result Demonstrability (RES)

Component

Communalities

Cronbach’s α

I have no difficulty telling others about the results of using the VR system

0.84

0.71

0.816

I believe I could communicate to others the consequences of using the VR system

0.91

0.83

The results of using the VR system are apparent to me

0.81

0.65

Total

2.20

 

% of Variance

73.23

Cumulative %

73.23

KMO and Bartlett's Test

Kaiser–Meyer–Olkin Measure of Sampling Adequacy

0.86

Bartlett's Test of Sphericity

Approx. Chi-Square = 258.35

df = 3

Sig. = 0.000***

  1. *p < 0.1, **p < 0.05, ***p < 0.01
  1. 3)

    Computer Anxiety (CANX)

Computer Anxiety (CANX)

Component

Communalities

Cronbach’s α

Working with a VR system makes me nervous

0.88

0.78

0.838

VR systems make me feel uncomfortable

0.90

0.81

VR systems make me feel uneasy

0.83

0.69

Total

2.27

 

% of Variance

75.71

Cumulative %

75.71

KMO and Bartlett's Test

Kaiser–Meyer–Olkin Measure of Sampling Adequacy

0.81

Bartlett's Test of Sphericity

Approx. Chi-Square = 280.01

df = 3

Sig. = 0.000***

  1. *p < 0.1, **p < 0.05, ***p < 0.01
  1. 4)

    Computer Playfulness (CPLAY)

Computer Playfulness (CPLAY)

Component

Communalities

Cronbach’s α

The following questions ask you how you would characterize yourself when you use VR systems: …spontaneous

0.90

0.81

0.854

…creative

0.87

0.75

…playful

0.88

0.77

Total

2.32

 

% of Variance

77.41

Cumulative %

77.41

KMO and Bartlett's Test

Kaiser–Meyer–Olkin Measure of Sampling Adequacy

0.83

Bartlett's Test of Sphericity

Approx. Chi-Square = 297.14

df = 3

Sig. = 0.000***

  1. *p < 0.1, **p < 0.05, ***p < 0.01
  1. 5)

    Perceived Enjoyment (ENJ)

Perceived Enjoyment (ENJ)

Component

Communalities

Cronbach’s α

I find using the VR system to be enjoyable

0.85

0.72

0.859

The actual process of using the VR system is pleasant

0.91

0.83

I have fun using the VR system

0.89

0.79

Total

2.34

 

% of Variance

78.14

Cumulative %

78.14

KMO and Bartlett's Test

Kaiser–Meyer–Olkin Measure of Sampling Adequacy

0.81

Bartlett's Test of Sphericity

Approx. Chi-Square = 321.05

df = 3

Sig. = 0.000***

  1. *p < 0.1, **p < 0.05, ***p < 0.01
  1. 6)

    Perceived Usefulness (PU)

Perceived Usefulness (PU)

Component

Communalities

Cronbach’s α

Using the VR system improves my performance in my English learning

0.72

0.53

0.875

Using the VR system in my English learning increases my output

0.90

0.81

Using the VR system enhances my effectiveness in my English learning

0.89

0.79

I find the VR system to be useful in my English learning

0.90

0.81

Total

2.93

 

% of Variance

73.33

Cumulative %

73.33

KMO and Bartlett's Test

Kaiser–Meyer–Olkin Measure of Sampling Adequacy

0.87

Bartlett's Test of Sphericity

Approx. Chi-Square = 529.88

df = 6

Sig. = 0.000***

  1. *p < 0.1, **p < 0.05, ***p < 0.01
  1. 7)

    Perceived Ease of Use (PEOU)

Perceived Ease of Use (PEOU)

Component

Communalities

Cronbach’s α

My interaction with the VR system is clear and understandable

0.89

0.79

0.856

Interacting with the VR system does not require a lot of mental effort

0.90

0.80

I find that the VR system is easy to use

0.86

0.74

Total

2.33

 

% of Variance

77.71

Cumulative %

77.71

KMO and Bartlett's Test

Kaiser–Meyer–Olkin Measure of Sampling Adequacy

0.83

Bartlett's Test of Sphericity

Approx. Chi-Square = 302.82

df = 3

Sig. = 0.000***

  1. *p < 0.1, **p < 0.05, ***p < 0.01
  1. 8)

    Behavioral Intention (BI)

Behavioral Intention (BI)

Component

Communalities

Cronbach’s α

Assuming I had access to the VR system, I intend to use it

0.75

0.56

0.715

Given that I had access to the VR system, I predict that I would use it

0.77

0.59

I plan to use the VR system in the next 3 months

0.73

0.54

Total

1.70

  

% of Variance

56.53

  

Cumulative %

56.53

  

KMO and Bartlett's Test

 

Kaiser–Meyer–Olkin Measure of Sampling Adequacy

0.84

Bartlett's Test of Sphericity

Approx. Chi-Square = 73.15

df = 3

Sig. = 0.000***

  1. *p < 0.1, **p < 0.05, ***p < 0.01

Appendix 3: Pretest quiz paper

figure a

Appendix 4: Quiz paper used in study 2

figure b

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Chang, H., Park, J. & Suh, J. Virtual reality as a pedagogical tool: An experimental study of English learner in lower elementary grades. Educ Inf Technol 29, 4809–4842 (2024). https://doi.org/10.1007/s10639-023-11988-y

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  • DOI: https://doi.org/10.1007/s10639-023-11988-y

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