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Virtuelle Realität (VR) im Deutsch als Fremdsprache-Unterricht: Lernumgebungen Transformieren

Yıl 2024, Cilt: 12 Sayı: 2, 413 - 432, 15.12.2024
https://doi.org/10.37583/diyalog.1600214

Öz

Die Technologie der virtuellen Realität (VR) hat sich zu einem immer wichtigeren Instrument im Bildungswesen entwickelt. Insbesondere im Fremdsprachenunterricht verändern die interaktiven und immersiven Umgebungen, die VR bietet, den Prozess der Entwicklung der Sprachkenntnisse der Schüler. VR bietet den Schülern authentische Lernumgebungen, in denen sie ihre Hör-, Sprech-, Lese- und Schreibfähigkeiten effektiver entwickeln können. Besonders im Kontext des Fremdsprachenunterrichts machen VR-Anwendungen den Sprachlernprozess für die Schüler motivierender und effektiver. Im Bereich des Hörverstehens verbessert VR die Verständnisfähigkeiten der Schüler, während sie im Bereich des Sprechens hilft, die Aussprache zu verbessern und Sprechängste abzubauen. Sie wirkt sich auch positiv auf die Lese- und Schreibfähigkeiten aus, indem sie das Vokabellernen fördert und die Schreibleistung verbessert. Einer der größten Vorteile von VR beim Sprachenlernen besteht darin, dass sie den Lernenden die Möglichkeit gibt, in realen Szenarien zu üben. Auf diese Weise erhalten die Lernenden die Chance, den Sprachgebrauch in natürlichen Kontexten zu erleben. VR-Anwendungen, die im Deutschunterricht eingesetzt werden, tragen zur Entwicklung von Sprachkenntnissen und kulturellem Wissen bei, indem sie es den Schülern ermöglichen, das tägliche Leben in Deutschland zu erleben. Allerdings hat die VR-Technologie im Bildungsbereich auch einige Nachteile. Herausforderungen wie hohe Kosten sowie eingeschränkte Hardware- und Software-Zugänglichkeit können den weit verbreiteten Einsatz von VR einschränken. Außerdem können technische Probleme und Systemfehler den Bildungsprozess negativ beeinflussen. Nichtsdestotrotz zeigen die Möglichkeiten und Vorteile von VR, dass diese Technologie ein großes Potenzial im Bildungsbereich hat, insbesondere im Fremdsprachenunterricht. Durch den effektiven Einsatz dieser Technologie können Pädagogen die Lernerfahrungen der Schüler erweitern und ihre Sprachkenntnisse verbessern.

Kaynakça

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  • Baceviciute, Sarune / Terkildsen, Thomas / Makransky, Guido (2021): Remediating learning from nonimmersive to immersive media: Using EEG to investigate the effects of environmental embeddedness on reading in Virtual Reality. Computers & Education, 164, 104122.
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Virtual Reality (VR) in German as a Foreign Language Education: Transforming Learning Environments

Yıl 2024, Cilt: 12 Sayı: 2, 413 - 432, 15.12.2024
https://doi.org/10.37583/diyalog.1600214

Öz

Virtual Reality (VR) technology has become an increasingly important tool in education. Particularly in foreign language teaching, the interactive and immersive environments offered by VR transform the process of developing students' language skills. VR provides students with authentic learning environments, enabling them to develop their listening, speaking, reading, and writing skills more effectively. Especially in the context of foreign language education, VR applications make the language learning process more motivating and effective for students. In terms of listening skills, VR enhances students' comprehension abilities, while for speaking skills, it helps improve pronunciation and reduce speaking anxiety. It also positively impacts reading and writing skills, encouraging vocabulary learning and improving writing performance. One of the biggest advantages of VR in language learning is that it gives students the opportunity to practice in real-life scenarios. In this way, learners gain the chance to experience language use in natural contexts. VR applications used in German language education contribute to the development of language skills and cultural knowledge by allowing students to experience daily life in Germany. However, VR technology also has some disadvantages in education. Challenges such as high costs, hardware and software accessibility can limit the widespread use of VR. Additionally, technical problems and system errors can negatively affect the educational process. Nevertheless, the possibilities and advantages of VR demonstrate that this technology has great potential in education, particularly in foreign language teaching. By using this technology effectively, educators can enhance students' learning experiences and improve their language skills.

Kaynakça

  • Acar, Ahmet / Cavas , Bülent (2020): The effect of virtual reality enhanced learning environment on the 7th-grade students'reading and writing skills in english. MOJES: Malaysian Online Journal of Educational Sciences, 8(4), 22-33.
  • Adams Becker, Samantha / Freeman, Alex / Giesinger Hall, Courtney / Cummins, Michele / Yuhnke, Brian (2016): NMC /CoSN Horizon, K-12 edition. Austin, Texas: The New Media Consortium. https: / /www.learntechlib.org /p /173568 / (Letzter Zugriff: 28.07.2024).
  • Alemi, Minoo / Khatoony, Shiva (2020): Virtual reality assisted pronunciation training (VRAPT) for young EFL learners. Teaching English with Technology, 20(4), 59-81.
  • Alyaz, Yunus / Demiryay, Nihan (2023): Yabancı dil öğrenimi ve öğretiminde sanal gerçeklik uygulamaları. Diyalog Interkulturelle Zeitschrift Für Germanistik, 11(1), 107-127.
  • Alyaz, Yunus (2018): Almanca öğrenme macerası-gök diskinin sırrı (Lernabenteuer Deutsch-Das Geheimnis der Himmelsscheibe). Diyalog. 2018 (1), 285-288.
  • Andika, Yunilis / Ekowati, Siri Harini / Ismail, Subur / Hierro, Izza Almaida (2022): Need an analysis of virtual reality-based learning media for French listening skills of DELF A1. KEMBARA. Jurnal Keilmuan Bahasa, Sastra, dan Pengajarannya, 8(1), 37-50. https: / /doi.org /10.22219 /kembara.v8i1.20024 (Letzter Zugriff: 28.07.2024).
  • Atmaca Demir, Bahar / Kandemir, Ceyhan (2020): Eğitimde sanal gerçeklik uygulamaları üzerine: “Sınıfta ben de varım” projesi. Turkish Online Journal of Design Art and Communication, 10 (4), 339-354.
  • Baceviciute, Sarune / Terkildsen, Thomas / Makransky, Guido (2021): Remediating learning from nonimmersive to immersive media: Using EEG to investigate the effects of environmental embeddedness on reading in Virtual Reality. Computers & Education, 164, 104122.
  • Barreira, Joao / Bessa, Maximino / Pereira, Luciana C. / Adão, Telmo / Peres, Emanuel & Magalhães, Luis (2012): MOW: Augmented Reality game to learn words in different languages: Case study: Learning English names of animals in elementary school. 7th Iberian conference on information systems and technologies (CISTI 2012) (pp. 1-6). IEEE.
  • Bezir, Çiğdem / Çukurbaşı, Barış / Baran, Bahar (2011): Second life ortamında rol oynama tekniği ile yabancı dil etkinlikleri tasarım süreci ve uygulanması. 5th International Computer & Instructional Technologies Symposium, 22-24 September 2011 Fırat University. Elazığ. Türkiye.
  • Blyth, Carl (2017): Immersive technologies and language learning. Foreign Language Annals, 51, 225- 232.
  • Bozdemir, Yasemin (2022): Sürükleyici sanal gerçeklik kullanımının yabancı dil eğitiminde dinleme becerisine etkisi. [Yayımlanmamış yüksek lisans tezi]. İnönü Üniversitesi.
  • Burkel, Alexander B. (2018): Comparing the effects of traditional and virtual reality enhanced taskbased language ınstruction on chinese l1-english l2 knowledge of phrasal verbs. [Yayımlanmamış yüksek lisans tezi]. University of Illinois, Urbana.
  • Can, Tuncer / Şimşek, İrfan (2016): Eğitimde yeni teknolojiler: sanal gerçeklik: Eğitim teknolojileri okumaları. The Turkish Online Journal of Educational Technology (TOJET), 21. Bölüm, 351-363.
  • Çavaş, Bülent / Huyugüzel Çavaş Pınar / Taşkın Can, Bilge (2004): Eğitimde sanal gerçeklik. Turkish Online Journal of Educational Technology, 3(4), 110-116.
  • Chien, Shu-Yun / Hwang, Gwo-Jen / Jong, Morris (2020): Effects of peer assessment within the context of spherical video-based virtual reality on EFL students’ English-Speaking performance and learning perceptions. Computers & Education, 146, 103-751.
  • Deutschland. de. (2024): Spielend Deutsch lernen Zugriff am 28 Juli 2024. https: / /www.deutschland.de /de /topic /wissen /mit-sprachlernspielen-und-apps-deutsch-lernen (Letzter Zugriff: 28.07.2024).
  • Dreher, Carl / Reiners, Torsten / Dreher, Naomi / Dreher, Heinz (2009): Virtual worlds as a context suited for information systems education: Discussion of pedagogical experience and curriculum design with reference to Secon Life. Journal of Information Systems Education, 20(2), 211–224.
  • Ebadi, Saman / Ebadijalal, Marjan (2022): The effect of Google Expeditions virtual reality on EFL learners’ willingness to communicate and oral proficiency. Computer Assisted Language Learning, 35(8), 1975-2000.
  • Educause (2020): 2020 EDUCAUSE horizon report, teaching and learning editon. www.educause.edu /horizonreport-2020.
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Virtuelle Realität (VR) im Deutsch als Fremdsprache-Unterricht: Lernumgebungen Transformieren

Yıl 2024, Cilt: 12 Sayı: 2, 413 - 432, 15.12.2024
https://doi.org/10.37583/diyalog.1600214

Öz

Die Technologie der virtuellen Realität (VR) hat sich zu einem immer wichtigeren Instrument im Bildungswesen entwickelt. Insbesondere im Fremdsprachenunterricht verändern die interaktiven und immersiven Umgebungen, die VR bietet, den Prozess der Entwicklung der Sprachkenntnisse der Schüler. VR bietet den Schülern authentische Lernumgebungen, in denen sie ihre Hör-, Sprech-, Lese- und Schreibfähigkeiten effektiver entwickeln können. Besonders im Kontext des Fremdsprachenunterrichts machen VR-Anwendungen den Sprachlernprozess für die Schüler motivierender und effektiver. Im Bereich des Hörverstehens verbessert VR die Verständnisfähigkeiten der Schüler, während sie im Bereich des Sprechens hilft, die Aussprache zu verbessern und Sprechängste abzubauen. Sie wirkt sich auch positiv auf die Lese- und Schreibfähigkeiten aus, indem sie das Vokabellernen fördert und die Schreibleistung verbessert. Einer der größten Vorteile von VR beim Sprachenlernen besteht darin, dass sie den Lernenden die Möglichkeit gibt, in realen Szenarien zu üben. Auf diese Weise erhalten die Lernenden die Chance, den Sprachgebrauch in natürlichen Kontexten zu erleben. VR-Anwendungen, die im Deutschunterricht eingesetzt werden, tragen zur Entwicklung von Sprachkenntnissen und kulturellem Wissen bei, indem sie es den Schülern ermöglichen, das tägliche Leben in Deutschland zu erleben. Allerdings hat die VR-Technologie im Bildungsbereich auch einige Nachteile. Herausforderungen wie hohe Kosten sowie eingeschränkte Hardware- und Software-Zugänglichkeit können den weit verbreiteten Einsatz von VR einschränken. Außerdem können technische Probleme und Systemfehler den Bildungsprozess negativ beeinflussen. Nichtsdestotrotz zeigen die Möglichkeiten und Vorteile von VR, dass diese Technologie ein großes Potenzial im Bildungsbereich hat, insbesondere im Fremdsprachenunterricht. Durch den effektiven Einsatz dieser Technologie können Pädagogen die Lernerfahrungen der Schüler erweitern und ihre Sprachkenntnisse verbessern.

Kaynakça

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  • Monteiro, Ana Maria / Nora De Souza Ribeiro, Patrícia (2020): Virtual reality in English vocabulary teaching: an exploratory study on affect in the use of technology. Trabalhos em Linguística Aplicada, 59, 1310-1338.
  • Muz, İskender / Yüce, Erkan (2023): Virtual reality (VR) in education: The case in Türkiye. Bartın University Journal of Faculty of Education, 12 (3), 604-617.
  • Mystakidis, Stylianos (2022): Metaverse. Encyclopedia, 2 (1), 486–497. https: / /doi.org /10.3390 /encyclopedia2010031 (Letzter Zugriff: 28.07.2024).
  • Oyelere, Sunday Solomon / Bouali, Nacir / Kaliisa, Rogers / Obaido, George / Yunusa, Abubakar Abdullahi / Jimoh, Ebunayo R. (2020): Exploring the trends of educational virtual reality games: A systematic review of empirical studies. Smart Learning Environments, 7, 1-22.
  • Pack, Austin / Barrett, Alex / Liang, Hai- Ning / Monteiro, Diago Vilela (2020): University EAP students' perceptions of using a prototype virtual reality learning environment to learn writing structure. International Journal of Computer-Assisted Language Learning and Teaching (IJCALLT), 10(1), 27-46. https: / /doi.org /10.4018 /IJCALLT.2020010103 (Letzter Zugriff: 28.07.2024).
  • Palmas, Fabrizio / Cichor, Jakub / Plecher, David A. / Klinker, Gudrun (2019): Acceptance and effectiveness of a virtual reality public speaking training. 2019 IEEE International Symposium on Mixed and Augmented Reality (ISMAR), Beijing, China, 363-371.
  • Parmaxi, Antigoni (2020): Virtual reality in language learning: A systematic review and implications for research and practice. Interactive Learning Environments, 31 (3), 1-13. https: / /doi.org /10.1080 /10494820.2020.1765392 (Letzter Zugriff: 28.07.2024).
  • Parmaxi, Antigoni / Stylianou, Kostas / Zaphiris, Panayiotis (2017): Leveraging virtual trips in google expeditions to elevate students’ social exploration. IFIP Conference on Human-Computer Interaction, Springer, Cham, 368-371.
  • Peacock, Matthew (1997): The effect of authentic materials on the motivation of EFL learners. ELT journal, 51(2), 144-156.
  • Peeters, David (2019): Virtual reality: A game-changing method for the language sciences. Psychonomic Bulletin & Review, 26(3), 894-900.
  • Peixoto, Bruno / Pinto, Rafael Darque / Krassmann, Aliane Loureiro / Melo, Miguel / Cabral, Luciana / Bessa, Maximino (2019): Using virtual reality tools for teaching foreign languages. Conference New Knowledge in Information Systems and Technologies. WorldCIST'19, 581-588.
  • Peterson, Mark (2009): The use of computerized games and simulations in computer-assisted language learning: A meta-analysis of research. Simulation & Gaming, 41(1), 1-22. https: / /doi.org /10.1177 /10468781093556 (Letzter Zugriff: 28.07.2024).
  • Pilgrim, J. Michael / Pilgrim, Jodi (2016): The use of virtual reality tools in the reading-language arts classroom. Texas Journal of Literacy Education, 4(2), 90-97. Piovesan, Sandra Dutra / Passerino, Liliana Maria / Pereira, Adriana Soares (2012): Virtual reality as a tool in the education. IADIS International Conference on Cognition and Exploratory Learning in Digital Age, CELDA 2012, 295-198. http: / /files.eric.ed.gov /fulltext /ED542830.pdf (Letzter Zugriff: 28.07.2024).
  • Repetto, Claudia (2014): The use of virtual reality for language investigation and learning. Frontiers in Psychology 5, 1-2.
  • Saban, Ahmet (2002): Öğrenme öğretme süreci. Ankara: Nobel Yayıncılık.
  • Samsung Newsroom Deutschland (2024): Reality im Unterricht. https: / /news.samsung.com /de /samsung-studie-lehrer-sehen-grosses-potenzial-fuer-die-nutzung-von-virtual-reality-im-unterricht (Letzter Zugriff: 28.07.2024).
  • Schwienhorst, Klaus (1998): The ‘third place’–virtual reality applications for second language learning. ReCALL, 10(01), 118-126.
  • Şekerci, Ceyhun (2017): Sanal Gerçeklik Kavramının Tarihçesi. Journal of international social research, 10(54), 1126-1133.
  • Shih, Ya-Chun (2015): A virtual walk through London: culture learning through a cultural immersion experience. Computer Assisted Language Learning, 28(5), 407–428.
  • Şimşek, Bilal (2023): Dil öğretiminde sanal gerçeklik uygulamalarının kullanımı. Uluslararası Türkçe Edebiyat Kültür Eğitim (TEKE) Dergisi, 12(2), 816-836.
  • Sutherland, Ivan E. (1965): The Ultimate display. multimedia: from wagner to virtual reality. New York, NY: Norton.
  • Tai, Tzu Yu / Chen, Howard (2021): The impact of immersive virtual reality on EFL learners’ listening comprehension. Journal of Educational Computing Research, 59(7), 1272- 1293.
  • Toptaş, Koray / Kaçmaz, Sevgi (2023): Tarih eğitiminde sanal gerçeklik (VR) kullanımı: İlkçağ tarihi örneği. N. Hayta, B. Ata, H. Köksal, T. Belenli & S. Yakar (Eds.): Tarih Eğitiminde Bir Ekol: Prof. Dr. Mustafa Safran’a Armağan, Ankara: Berikan Yayınevi, 633-646.
  • Ural, N. (2021): Yabancı Dil Öğretiminde Sanal Gerçeklik Kullanımı. Asutay, Hikmet (Ed.): Dil Öğretiminde Yeni Teknik ve Yöntemler, Çanakkale: Paradigma Akademi, 145-161
  • Vázquez, Christian / Xia, Lei / Aikawa, Takako / Maes, Pattie (2018): Words in motion: Kinesthetic language learning in virtual reality. 2018 IEEE 18th International Conference on Advanced Learning Technologies (ICALT), IEEE, 272-276.
  • Yamazaki, Kasumi (2018): Computer-assisted learning of communication (CALC): A case study of Japanese learning in a 3D virtual world. ReCALL, 30(2), 214-231. https: / /doi.org /10.1017 /S0958344017000350 (Letzter Zugriff: 28.07.2024).
  • Yang, Gang / Chen, Yuting / Zheng Xiao-Li / Hwang, Gwo-Jen (2021): From experiencing to expressing: A virtual reality approach to facilitating pupils’ descriptive paper writing performance and learning behavior engagement. British Journal of Educational Technology, 52(2), 807-823.
  • Zhai, Na (2017). The Application of virtual reality technology in building ımmersive foreign language teaching environment. Asia-Pacific Engineering and Technology Conference (APETC 2017). https: / /www.researchgate.net /publication /317918977_The_Application_of_Virtual_Reality_Technology_in_Building_Immersive_Foreign_Language_Teaching_Environment (Letzter Zugriff: 28.07.2024).
  • Zheng, Dongping / Young, Michael F., / Wagner, Maria Manuela / Brewer, Robert A. (2009): Negotiation for action: English language learning in game‐based virtual worlds. The Modern Language Journal, 93(4), 489-511.
  • Zimotti, Giovanni (2019): Virtual reality training: reducing social dıstance abroad. and facilitating spanish second language acquisition. [Yayımlanmamış doktora tezi]. The University of Alabama.
Toplam 77 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Almanca
Konular Dil Çalışmaları (Diğer)
Bölüm Makaleler
Yazarlar

Aygül Şahin Toptaş Bu kişi benim 0000-0002-8468-1688

Yayımlanma Tarihi 15 Aralık 2024
Gönderilme Tarihi 19 Temmuz 2024
Kabul Tarihi 15 Aralık 2024
Yayımlandığı Sayı Yıl 2024 Cilt: 12 Sayı: 2

Kaynak Göster

APA Şahin Toptaş, A. (2024). Virtuelle Realität (VR) im Deutsch als Fremdsprache-Unterricht: Lernumgebungen Transformieren. Diyalog Interkulturelle Zeitschrift Für Germanistik, 12(2), 413-432. https://doi.org/10.37583/diyalog.1600214

www.gerder.org.tr/diyalog