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Augmented Reality (AR) in Language Learning: A Principled Review of 2017-2021

Year 2022, Volume: 9 Issue: 4, 131 - 152, 01.07.2022
https://doi.org/10.17275/per.22.83.9.4

Abstract

With the changing and developing technology, numerous new systems that cannot be given up and have a great impact are becoming a part of our lives. Augmented reality (AR) is one of these systems which can be claimed as magic. AR has been gaining considerable interest in the field of education, and language learning since Pokémon Go, the most well-known AR location-based game, was launched. There has been much evidence to support the effectiveness of AR in education. The present study set out to review in detail the current research studies published in SSCI/ESCI/ERIC indexed privileged journals in the field of language education and technology within the last five years, on the topic of augmented reality in language learning. The selection of articles was made on the basis of empirical studies on the use of AR in language education. Surprisingly, only seventeen studies seem to fall into the said category in these selected, SSCI/ESCI/ERIC journals. On the grounds that there emerges a lack of such studies and complying with the nature of the present study, all these articles have been reviewed in detail, in terms of three aspects: (1) research features, such as research focus, design, data collection tools, study, and educational context; (2) the use of AR, such as theory behind AR use, and AR applications used in the studies; (3) results of the studies. The results showed that much emphasis has been on vocabulary learning, the learning effectiveness, attitudes, and motivations of language learners with scant attention given to language skills. There is a current paucity of empirical research focusing specifically on different language skills. Hence, it is desirable to examine the effects of AR on different language skills of language learners.

Thanks

The present study is the work of the researchers who are members of LET-IN (LEarning & Teaching INnovations Research & Development Group).

References

  • Azuma, R. (1997). A survey of augmented reality. Presence: Teleoperators & Virtual Environment, 6(4), 355–385.
  • Azuma, R., Baillot, Y., Behringer, R., Feiner, S., Julier, S. & MacIntyre, B. (2001). Recent advances in augmented reailty. IEEE Computer Graphis and Applications. DOI: 10.1109/38.963459
  • Barad, J. (August 16, 2019). Virtual and augmented reality can save lives by improving surgeons’ training. STAT. Retrieved from https://www.statnews.com/2019/08/16/virtual-reality-improve-surgeon-training/
  • Bruner, J.S. (1996). The culture of education. Harvard University Press.
  • Caudell, T. P. & Mizell, D. W. (1992). Augmented reality: An application of heads-up display technology to manual manufacturing processes. Proceeding of the Twenty-Fifth Hawaai International Conference on System Sciences, 2, 659-669. doi: 10.1109/HICSS.1992.183317.
  • Chen, C. (2020). AR videos as scaffolding to foster students’ learning achievements and motivation in EFL learning. British Journal of Educational Technology, 51(3), 657-672. doi:10.1111/bjet.12902
  • Chen, M., Wang, L., Zou, D. Lin, S. Xie, H. & Tsai, C. (2020). Effects of captions and English proficiency on learning effectiveness, motivation and attitude in augmented-reality-enhanced theme-based contextualized EFL learning. Computer Assisted Language Learning. https://doi.org/10.1080/09588221.2019.1704787
  • Clarke, Arthur C. (1973). Profiles of the Future: An Inquiry into the Limits of the Possible. Popular Library.
  • Dewey, J. (1916). Democracy and Education. The Free Press.
  • Di Serio, Á., Ibáñez, M. B., & Kloos, C. D. (2012). Impact of an augmented reality system on students' motivation for a visual art course. Computers & Education, 68, 586–596. DOI: http://dx.doi.org/10.1016/j.compedu.2012.03.002
  • 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. DOI:10.1007/s10956-008-9119-1
  • Feiner, S., Macintyre, B., Hollerer, T. & Webster, A. (1997). A touring machine: Prototyping 3D mobile augmented reality systems for exploring the urban environment. Personal Technologies, 1(4), 74–81. DOI:10.1007/BF01682023
  • Godwin-Jones, R. (2016). Augmented reality and language learning: From annotated vocabulary to place-based mobile games. Language Learning and Technology, 20(3), 9–19. DOI: 10125/44475
  • Greenwood, A.T. & Wang, M. (2018). Augmented reality and mobile learning: theoretical foundations and implementation. In: Crompton H, Traxler J (Eds), Mobile Learning and Higher Education: Challenges in Context (pp. 41-55). Routledge.
  • Holden, C., & Sykes, J. (2011). Leveraging mobile games for place-based language learning. International Journal of Game-Based Learning, 1(2), 1–18. DOI:10.4018/ijgbl.2011040101
  • Hsu, T. (2017). Learning English with augmented reality: Do learning styles matter? Computers & Education, 106, 137-149. http://dx.doi.org/10.1016/j.compedu.2016.12.007
  • Johnson, L., Smith, R., Willis, H., Levine, A., & Haywood, K. (2011). The 2011 horizon report. The New Media Consortium, Austin, Texas. Retrieved from https://waynedev.uakron.edu/dotAsset/d252d696-2a99-4102-8010- 4fc103846b0d.pdf
  • Klopfer, E., & Squire, K. (2008). Environmental detectives: The development of an augmented reality platform for environmental simulations. Education Technology Research and Development, 56(2), 203-228. DOI:10.1007/s11423-007-9037-6
  • Lantolf J.P., & Thorne S.L. (2006). Sociocultural theory and the genesis of second language development. Oxford University Press.
  • Lee, S., & Park, M. (2020). Reconceptualization of the context in language learning with a location-based AR app. Computer Assisted Language Learning, 33(8), 936-959. https://doi.org/10.1080/09588221.2019.1602545
  • Lin, V., Liu, G., & Chen, N. (2020). The effects of an augmented-reality ubiquitous writing application: a comparative pilot project for enhancing EFL writing. Computer Assisted Language Learning. https://doi.org/10.1080/09588221.2020.1770291
  • Liu, P. E., & Tsai, M. (2013). Using augmented-reality-based mobile learning material in EFL English composition: An exploratory case study. British Journal of Educational Technology, 44(1), 1–4. DOI:10.1111/j.1467-8535.2012.01302.x
  • Liu, T. Y. (2009). A context-aware ubiquitous learning environment for language listening and speaking. Journal of Computer Assisted Learning, 25(6), 515–527. http://dx.doi.org/10.1111/j.1365-2729.2009.00329.x
  • Majoros, A., & Neumann, U. (2001). Support of crew problem-solving and performance with augmented reality. In Bioastronautics Investigators' Workshop, Galveston, TX January, (pp. 17-19).
  • Merriam-Webster Dictionary, (n.d.). “augmented reality” in Merriam-Webster Dictionary. Retrieved from https://www.merriam-webster.com/dictionary/augmented%20reality
  • Núñez, M., Quirós, R., Núñez, I., Carda, J. B., & Camahort, E. (2008). Collaborative augmented reality for inorganic chemistry education. In J. L. Mauri, A. Zaharim, A. Kolyshkin, M. Hatziprokopiou, A. Lazakidou, M. Kalogiannakis, & N. Bardis (Eds.), WSEAS International Conference Proceedings. Mathematics and Computers in Science and Engineering (No. 5). WSEAS.
  • Piaget, J. (1973) To understand is to invent: the future of education. Grossman.
  • Pokémon GO [Mobile software]. (2016). San Francisco. Niantic.
  • Shelton, B. E., & Hedley, N. R. (2002). Using augmented reality for teaching earth-sun relationships to undergraduate geography students. Augmented Reality Toolkit, The First IEEE International Workshop.
  • Squire, K. D., & Jan, M. (2007). Mad City Mystery: Developing scientific argumentation skills with a place-based augmented reality game on handheld computers. Journal of Science Education and Technology, 16(1), 5-29.
  • Sutherland, I.E. (1968). A head-mounted three-dimensional display. In Proc. Fall Joint Computer Conf. (pp. 757–764). Thompson Books
  • Wang M., Callaghan V., Bernhardt J., White K., & Peña-Rios, A. (2018). Augmented reality in education and training: pedagogical approaches and illustrative case studies. Journal of Ambient Intelligence and Humanized Computing, 9(5):1391–1402. https://doi.org/10.1007/s12652-017-0547-8
  • Wu, M. (2019). The applications and effects of learning English through augmented reality: a case study of Pokémon Go. Computer Assisted Language Learning, https://doi.org/10.1080/09588221.2019.1642211
  • Yeh, H., & Tseng, S. (2020). Enhancing multimodal literacy using augmented reality. Language Learning & Technology, 24(1), 27-37. https://doi.org/10125/44706
  • Yuen, S. C. Y., Yaoyuneyong, G., & Johnson, E. (2011). Augmented reality: An overview and five directions for AR in education. Journal of Educational Technology Development and Exchange, 4(1). https://doi.org/10.18785/jetde.0401.10
  • Zhang, D., Wang, M., & Wu. J.G. (2020). Design and implementation of augmented reality for English language education. In Vladimir G. (Ed.), Augmented Reality in Education. Springer International Publishing. DOI: 10.1007/978-3-030-42156-4_12
  • “6 Benefits and 5 Examples of Augmented Reality in Education”. (September 26, 2019). Retrieved from https://www.viewsonic.com/library/education/6-benefits-and-5-examples-of-augmented-reality-in-education/#Requirements_for_AR_in_the_Classroom
Year 2022, Volume: 9 Issue: 4, 131 - 152, 01.07.2022
https://doi.org/10.17275/per.22.83.9.4

Abstract

References

  • Azuma, R. (1997). A survey of augmented reality. Presence: Teleoperators & Virtual Environment, 6(4), 355–385.
  • Azuma, R., Baillot, Y., Behringer, R., Feiner, S., Julier, S. & MacIntyre, B. (2001). Recent advances in augmented reailty. IEEE Computer Graphis and Applications. DOI: 10.1109/38.963459
  • Barad, J. (August 16, 2019). Virtual and augmented reality can save lives by improving surgeons’ training. STAT. Retrieved from https://www.statnews.com/2019/08/16/virtual-reality-improve-surgeon-training/
  • Bruner, J.S. (1996). The culture of education. Harvard University Press.
  • Caudell, T. P. & Mizell, D. W. (1992). Augmented reality: An application of heads-up display technology to manual manufacturing processes. Proceeding of the Twenty-Fifth Hawaai International Conference on System Sciences, 2, 659-669. doi: 10.1109/HICSS.1992.183317.
  • Chen, C. (2020). AR videos as scaffolding to foster students’ learning achievements and motivation in EFL learning. British Journal of Educational Technology, 51(3), 657-672. doi:10.1111/bjet.12902
  • Chen, M., Wang, L., Zou, D. Lin, S. Xie, H. & Tsai, C. (2020). Effects of captions and English proficiency on learning effectiveness, motivation and attitude in augmented-reality-enhanced theme-based contextualized EFL learning. Computer Assisted Language Learning. https://doi.org/10.1080/09588221.2019.1704787
  • Clarke, Arthur C. (1973). Profiles of the Future: An Inquiry into the Limits of the Possible. Popular Library.
  • Dewey, J. (1916). Democracy and Education. The Free Press.
  • Di Serio, Á., Ibáñez, M. B., & Kloos, C. D. (2012). Impact of an augmented reality system on students' motivation for a visual art course. Computers & Education, 68, 586–596. DOI: http://dx.doi.org/10.1016/j.compedu.2012.03.002
  • 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. DOI:10.1007/s10956-008-9119-1
  • Feiner, S., Macintyre, B., Hollerer, T. & Webster, A. (1997). A touring machine: Prototyping 3D mobile augmented reality systems for exploring the urban environment. Personal Technologies, 1(4), 74–81. DOI:10.1007/BF01682023
  • Godwin-Jones, R. (2016). Augmented reality and language learning: From annotated vocabulary to place-based mobile games. Language Learning and Technology, 20(3), 9–19. DOI: 10125/44475
  • Greenwood, A.T. & Wang, M. (2018). Augmented reality and mobile learning: theoretical foundations and implementation. In: Crompton H, Traxler J (Eds), Mobile Learning and Higher Education: Challenges in Context (pp. 41-55). Routledge.
  • Holden, C., & Sykes, J. (2011). Leveraging mobile games for place-based language learning. International Journal of Game-Based Learning, 1(2), 1–18. DOI:10.4018/ijgbl.2011040101
  • Hsu, T. (2017). Learning English with augmented reality: Do learning styles matter? Computers & Education, 106, 137-149. http://dx.doi.org/10.1016/j.compedu.2016.12.007
  • Johnson, L., Smith, R., Willis, H., Levine, A., & Haywood, K. (2011). The 2011 horizon report. The New Media Consortium, Austin, Texas. Retrieved from https://waynedev.uakron.edu/dotAsset/d252d696-2a99-4102-8010- 4fc103846b0d.pdf
  • Klopfer, E., & Squire, K. (2008). Environmental detectives: The development of an augmented reality platform for environmental simulations. Education Technology Research and Development, 56(2), 203-228. DOI:10.1007/s11423-007-9037-6
  • Lantolf J.P., & Thorne S.L. (2006). Sociocultural theory and the genesis of second language development. Oxford University Press.
  • Lee, S., & Park, M. (2020). Reconceptualization of the context in language learning with a location-based AR app. Computer Assisted Language Learning, 33(8), 936-959. https://doi.org/10.1080/09588221.2019.1602545
  • Lin, V., Liu, G., & Chen, N. (2020). The effects of an augmented-reality ubiquitous writing application: a comparative pilot project for enhancing EFL writing. Computer Assisted Language Learning. https://doi.org/10.1080/09588221.2020.1770291
  • Liu, P. E., & Tsai, M. (2013). Using augmented-reality-based mobile learning material in EFL English composition: An exploratory case study. British Journal of Educational Technology, 44(1), 1–4. DOI:10.1111/j.1467-8535.2012.01302.x
  • Liu, T. Y. (2009). A context-aware ubiquitous learning environment for language listening and speaking. Journal of Computer Assisted Learning, 25(6), 515–527. http://dx.doi.org/10.1111/j.1365-2729.2009.00329.x
  • Majoros, A., & Neumann, U. (2001). Support of crew problem-solving and performance with augmented reality. In Bioastronautics Investigators' Workshop, Galveston, TX January, (pp. 17-19).
  • Merriam-Webster Dictionary, (n.d.). “augmented reality” in Merriam-Webster Dictionary. Retrieved from https://www.merriam-webster.com/dictionary/augmented%20reality
  • Núñez, M., Quirós, R., Núñez, I., Carda, J. B., & Camahort, E. (2008). Collaborative augmented reality for inorganic chemistry education. In J. L. Mauri, A. Zaharim, A. Kolyshkin, M. Hatziprokopiou, A. Lazakidou, M. Kalogiannakis, & N. Bardis (Eds.), WSEAS International Conference Proceedings. Mathematics and Computers in Science and Engineering (No. 5). WSEAS.
  • Piaget, J. (1973) To understand is to invent: the future of education. Grossman.
  • Pokémon GO [Mobile software]. (2016). San Francisco. Niantic.
  • Shelton, B. E., & Hedley, N. R. (2002). Using augmented reality for teaching earth-sun relationships to undergraduate geography students. Augmented Reality Toolkit, The First IEEE International Workshop.
  • Squire, K. D., & Jan, M. (2007). Mad City Mystery: Developing scientific argumentation skills with a place-based augmented reality game on handheld computers. Journal of Science Education and Technology, 16(1), 5-29.
  • Sutherland, I.E. (1968). A head-mounted three-dimensional display. In Proc. Fall Joint Computer Conf. (pp. 757–764). Thompson Books
  • Wang M., Callaghan V., Bernhardt J., White K., & Peña-Rios, A. (2018). Augmented reality in education and training: pedagogical approaches and illustrative case studies. Journal of Ambient Intelligence and Humanized Computing, 9(5):1391–1402. https://doi.org/10.1007/s12652-017-0547-8
  • Wu, M. (2019). The applications and effects of learning English through augmented reality: a case study of Pokémon Go. Computer Assisted Language Learning, https://doi.org/10.1080/09588221.2019.1642211
  • Yeh, H., & Tseng, S. (2020). Enhancing multimodal literacy using augmented reality. Language Learning & Technology, 24(1), 27-37. https://doi.org/10125/44706
  • Yuen, S. C. Y., Yaoyuneyong, G., & Johnson, E. (2011). Augmented reality: An overview and five directions for AR in education. Journal of Educational Technology Development and Exchange, 4(1). https://doi.org/10.18785/jetde.0401.10
  • Zhang, D., Wang, M., & Wu. J.G. (2020). Design and implementation of augmented reality for English language education. In Vladimir G. (Ed.), Augmented Reality in Education. Springer International Publishing. DOI: 10.1007/978-3-030-42156-4_12
  • “6 Benefits and 5 Examples of Augmented Reality in Education”. (September 26, 2019). Retrieved from https://www.viewsonic.com/library/education/6-benefits-and-5-examples-of-augmented-reality-in-education/#Requirements_for_AR_in_the_Classroom
There are 37 citations in total.

Details

Primary Language English
Subjects Studies on Education
Journal Section Research Articles
Authors

Nermin Punar Özçelik 0000-0001-8772-0075

Gonca Ekşi 0000-0003-3555-7258

Meltem Huri Baturay 0000-0003-2402-6275

Publication Date July 1, 2022
Acceptance Date February 5, 2022
Published in Issue Year 2022 Volume: 9 Issue: 4

Cite

APA Punar Özçelik, N., Ekşi, G., & Baturay, M. H. (2022). Augmented Reality (AR) in Language Learning: A Principled Review of 2017-2021. Participatory Educational Research, 9(4), 131-152. https://doi.org/10.17275/per.22.83.9.4