Research Article
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USE OF VIRTUAL REALITY APPLICATIONS IN LANGUAGE TEACHING

Year 2023, , 816 - 836, 15.06.2023
https://doi.org/10.7884/teke.1312786

Abstract

References

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  • Alfadil, M. (2020). Effectiveness of virtual reality game in foreign language vocabulary acquisition. Computers & Education, 153, 103893.
  • Andika, Y., Ekowati, S. H., Ismail, S., & Hierro, I. A. (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
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  • Birinci, F. G. (2020). Yabancı dil olarak Türkçe öğretiminde kullanılan bilişim teknolojileri üzerine bir inceleme. Sakarya University Journal of Education, 10(2), 350-371.
  • Blyth, C. (2018). Immersive technologies and language learning. Foreign Language Annals, 51(1), 225-232.
  • Boetje, J., & Van Ginkel, S. (2021). The added benefit of an extra practice session in virtual reality on the development of presentation skills: A randomized control trial. Journal of Computer Assisted Learning, 37(1), 253-264.
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  • Chen, C. H., Hung, H. T., & Yeh, H. C. (2021). Virtual reality in problem‐based learning contexts: Effects on the problem‐solving performance, vocabulary acquisition and motivation of English language learners. Journal of Computer Assisted Learning, 37(3), 851-860.
  • Chen, M., Chai, C. S., Jong, M. S. Y., & Chao, G. C. N. (2021). Modeling learners’ self-concept in Chinese descriptive writing based on the affordances of a virtual reality-supported environment. Education and Information Technologies, 26(5), 6013-6032.
  • Chen, M., Chai, C. S., Jong, M. S. Y., & Jiang, M. Y. C. (2021). Teachers’ conceptions of teaching Chinese descriptive composition with interactive spherical video-based virtual reality. Frontiers in Psychology, 12, 591-708.
  • Chen, Y. L. (2016). The effects of virtual reality learning environment on student cognitive and linguistic development. The Asia-Pacific Education Researcher, 25(4), 637-646.
  • Chen, Y. L., & Hsu, C. C. (2020). Self-regulated mobile game-based English learning in a virtual reality environment. Computers & Education, 154, 103-910.
  • Chien, S. Y., Hwang, G. J., & Jong, M. S. Y. (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.
  • Çetinkaya Özdemir, E. ve Akyol, H. (2021). Effect of augmented reality-based reading activities on some reading variables and participation in class. International Journal of Progressive Education, 17(4), 135-154.
  • Demir, C. ve Yapıcı, M. (2007). Anadili olan Türkçenin öğretimi ve sorunları. Sosyal Bilimler Dergisi. 9(2), 177-192.
  • Dreher, C., Reiners, T., Dreher, N., & Dreher, H. (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, S., & Ebadijalal, M. (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.
  • Er, O. ve Alyılmaz, S. (2022). Web 2.0 araçları ile kültür destekli yabancı dil olarak Türkçe öğretimi. İzmir: Duvar Yayınları.
  • Er, O. ve Sarıtiken, H. (2022). Perceptions of middle school Turkish language teachers on using e-learning tools in grammar teaching. International Journal of Education and Literacy Studies, 10(4), 9-18.
  • Ertmer, P., & Newby, T. (2013). Behaviorism, cognitivism, and constructivism: Connecting yesterday theories to today's contexts. Performance Improvement Quarterly, 65-71.
  • Flores-Gallegos, R., Rodríguez-Leis, P., & Fernández, T. (2022). Effects of a virtual reality training program on visual attention and motor performance in children with reading learning disability. International Journal of Child-Computer Interaction, 32, 100-394.
  • Frisby, B. N., Kaufmann, R., Vallade, J. I., Frey, T. K., & Martin, J. C. (2020). Using virtual reality for speech rehearsals: An innovative instructor approach to enhance student public speaking efficacy. Basic Communication Course Annual, 32(1), 6.
  • Fuhrman, O., Eckerling, A., Friedmann, N., Tarrasch, R., & Raz, G. (2021). The moving learner: Object manipulation in virtual reality improves vocabulary learning. Journal of Computer Assisted Learning, 37(3), 672-683.
  • Gómez, S. A. (2020). Games and gamification in the classroom. İçinde Radical Solutions and eLearning. 101-115. Springer, Singapore.
  • Hamilton, D., McKechnie, J., Edgerton, E., & Wilson, C. (2020). Immersive virtual reality as a pedagogical tool in education: A systematic literature review of quantitative learning outcomes and experimental design. Journal of Computers in Education, 8, 1–32. https://doi.org/10.1007/ s40692-020-00169-2
  • Hassani, K., Nahvi, A., & Ahmadi, A. (2016). Design and implementation of an intelligent virtual environment for improving speaking and listening skills. Interactive Learning Environments, 24(1), 252-271.
  • Huang, H. L., Hwang, G. J., & Chang, C. Y. (2020). Learning to be a writer: A spherical video‐based virtual reality approach to supporting descriptive article writing in high school Chinese courses. British Journal of Educational Technology, 51(4), 1386-1405.
  • Huang, X., Zou, D., Cheng, G., & Xie, H. (2021). A systematic review of AR and VR enhanced language learning. Sustainability, 13(9), 46-39.
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DİL ÖĞRETİMİNDE SANAL GERÇEKLİK UYGULAMALARININ KULLANIMI

Year 2023, , 816 - 836, 15.06.2023
https://doi.org/10.7884/teke.1312786

Abstract

Bu araştırmanın amacı dil öğretimi bağlamında sanal gerçeklik teknolojisi kullanılarak gerçekleştirilmiş araştırmaların incelenmesi ve dil öğretimine yansımalarının tespit edilmesidir. Nitel araştırmanın doğasına uygun olarak yürütülen bu araştırmada verilerin toplanması için doküman analizi tekniği kullanılmıştır. Veriler, Web of Science’da taranan ve dil öğretiminde sanal gerçeklik uygulamalarının kullanıldığı makaleler incelenerek elde edilmiştir. Yapılan içerik analizi sonucunda, incelenen makalelerde örneklem olarak en çok lise ve lisans düzeyinde öğrenim gören öğrencilerin tercih edildiği görülmüştür. Bunun yanında araştırmaların önemli bir kısmı İngilizcenin ve Çincenin öğretimine yönelik gerçekleştirilmiştir. Ayrıca araştırmalarda en çok yazma becerisi ve kelime öğretimine odaklanıldığı tespit edilmiştir.İlgili araştırmaların sonuçları incelendiğinde okuma becerisi bağlamında olumsuz sonuçların daha fazla olduğu görülmüştür. Buna karşın dinleme becerisi, konuşma becerisi, yazma becerisi, dil bilgisi öğretimi ve kelime öğretimine yönelik yapılan araştırmalarda sanal gerçeklik destekli etkinliklerin olumlu sonuçlar ortaya çıkardığı tespit edilmiştir. Elde edilen sonuçlar farklı indekslerde taranan makalelerin sonuçlarıyla beraber tartışılmış ve çeşitli öneriler sunulmuştur.

References

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  • Alemi, M., & Khatoony, S. (2020). Virtual reality assisted pronunciation training (VRAPT) for young EFL learners. Teaching English with Technology, 20(4), 59-81.
  • Alfadil, M. (2020). Effectiveness of virtual reality game in foreign language vocabulary acquisition. Computers & Education, 153, 103893.
  • Andika, Y., Ekowati, S. H., Ismail, S., & Hierro, I. A. (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
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  • Birinci, F. G. (2020). Yabancı dil olarak Türkçe öğretiminde kullanılan bilişim teknolojileri üzerine bir inceleme. Sakarya University Journal of Education, 10(2), 350-371.
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  • Chen, M., Chai, C. S., Jong, M. S. Y., & Chao, G. C. N. (2021). Modeling learners’ self-concept in Chinese descriptive writing based on the affordances of a virtual reality-supported environment. Education and Information Technologies, 26(5), 6013-6032.
  • Chen, M., Chai, C. S., Jong, M. S. Y., & Jiang, M. Y. C. (2021). Teachers’ conceptions of teaching Chinese descriptive composition with interactive spherical video-based virtual reality. Frontiers in Psychology, 12, 591-708.
  • Chen, Y. L. (2016). The effects of virtual reality learning environment on student cognitive and linguistic development. The Asia-Pacific Education Researcher, 25(4), 637-646.
  • Chen, Y. L., & Hsu, C. C. (2020). Self-regulated mobile game-based English learning in a virtual reality environment. Computers & Education, 154, 103-910.
  • Chien, S. Y., Hwang, G. J., & Jong, M. S. Y. (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.
  • Çetinkaya Özdemir, E. ve Akyol, H. (2021). Effect of augmented reality-based reading activities on some reading variables and participation in class. International Journal of Progressive Education, 17(4), 135-154.
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  • Dreher, C., Reiners, T., Dreher, N., & Dreher, H. (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, S., & Ebadijalal, M. (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.
  • Er, O. ve Alyılmaz, S. (2022). Web 2.0 araçları ile kültür destekli yabancı dil olarak Türkçe öğretimi. İzmir: Duvar Yayınları.
  • Er, O. ve Sarıtiken, H. (2022). Perceptions of middle school Turkish language teachers on using e-learning tools in grammar teaching. International Journal of Education and Literacy Studies, 10(4), 9-18.
  • Ertmer, P., & Newby, T. (2013). Behaviorism, cognitivism, and constructivism: Connecting yesterday theories to today's contexts. Performance Improvement Quarterly, 65-71.
  • Flores-Gallegos, R., Rodríguez-Leis, P., & Fernández, T. (2022). Effects of a virtual reality training program on visual attention and motor performance in children with reading learning disability. International Journal of Child-Computer Interaction, 32, 100-394.
  • Frisby, B. N., Kaufmann, R., Vallade, J. I., Frey, T. K., & Martin, J. C. (2020). Using virtual reality for speech rehearsals: An innovative instructor approach to enhance student public speaking efficacy. Basic Communication Course Annual, 32(1), 6.
  • Fuhrman, O., Eckerling, A., Friedmann, N., Tarrasch, R., & Raz, G. (2021). The moving learner: Object manipulation in virtual reality improves vocabulary learning. Journal of Computer Assisted Learning, 37(3), 672-683.
  • Gómez, S. A. (2020). Games and gamification in the classroom. İçinde Radical Solutions and eLearning. 101-115. Springer, Singapore.
  • Hamilton, D., McKechnie, J., Edgerton, E., & Wilson, C. (2020). Immersive virtual reality as a pedagogical tool in education: A systematic literature review of quantitative learning outcomes and experimental design. Journal of Computers in Education, 8, 1–32. https://doi.org/10.1007/ s40692-020-00169-2
  • Hassani, K., Nahvi, A., & Ahmadi, A. (2016). Design and implementation of an intelligent virtual environment for improving speaking and listening skills. Interactive Learning Environments, 24(1), 252-271.
  • Huang, H. L., Hwang, G. J., & Chang, C. Y. (2020). Learning to be a writer: A spherical video‐based virtual reality approach to supporting descriptive article writing in high school Chinese courses. British Journal of Educational Technology, 51(4), 1386-1405.
  • Huang, X., Zou, D., Cheng, G., & Xie, H. (2021). A systematic review of AR and VR enhanced language learning. Sustainability, 13(9), 46-39.
  • Khodabandeh, F. (2022). Exploring the applicability of virtual reality-enhanced education on extrovert and introvert EFL learners’ paragraph writing. International Journal of Educational Technology in Higher Education, 19(1), 1-21.
  • Kirner, C., & Kirner, T. G. (2011). Evolução e tendências da Realidade Virtual e da Realidade Aumentada. Realidade Virtual e Aumentada: Aplicações e Tendências. Cap, 1, 10-25.
  • Kocaman Karoğlu, A., Bal-Çetinkaya, K., & Çimşir, E. (2020). Toplum 5.0 sürecinde Türkiye’de eğitimde dijital dönüşüm. Üniversite Araştırmaları Dergisi, 3(3), 147-158.
  • Kurniawati, N., Sofarini, A., Maolida, E. H., & Jatmika, R. T. D. (2022). The praxis of integrating virtual reality into vocabulary teaching to young learners. English Review: Journal of English Education, 10(2), 371-380.
  • Kurudayıoğlu, M. ve Çetin, Ö. (2015). Temel beceriler ve Türkçe öğretimi. Ana Dili Eğitimi Dergisi, 3(3), 1-19. DOI: 10.16916/aded.65619
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There are 77 citations in total.

Details

Primary Language Turkish
Subjects Linguistics (Other)
Journal Section Articles
Authors

Bilal Şimşek This is me

Publication Date June 15, 2023
Submission Date February 3, 2023
Acceptance Date April 26, 2023
Published in Issue Year 2023

Cite

APA Şimşek, B. (2023). DİL ÖĞRETİMİNDE SANAL GERÇEKLİK UYGULAMALARININ KULLANIMI. Uluslararası Türkçe Edebiyat Kültür Eğitim (TEKE) Dergisi, 12(2), 816-836. https://doi.org/10.7884/teke.1312786

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