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Yabancı Dil Öğreniminde Sanal Gerçeklik Teknolojilerinin Kültür Aktarımı Bağlamında Kullanılması

Yıl 2025, Cilt: 8 Sayı: 1, 74 - 92, 30.06.2025

Öz

Bu çalışma, yabancı dil öğreniminde sanal gerçeklik (virtual reality, kısaca VR) teknolojilerinin kültür aktarımı bağlamında nasıl kullanılabileceğini incelemektedir. Geleneksel dil öğretim yöntemleri, genellikle dilbilgisi kurallarına ve sözvarlığına odaklanırken öğrenicilerin hedef kültürü doğrudan deneyimleme olanağı sınırlı kalmaktadır. Sanal gerçeklik, bu eksikliği gidermek amacıyla dil öğrenenlere hedef dili ve kültürünü otantik bir ortamda deneyimleme fırsatı sunmaktadır. Bu bağlamda, doküman analizi ve betimsel analiz yöntemleri kullanılmıştır. Doküman analizi kapsamında, yabancı dil öğrenme ve sanal gerçeklik teknolojileri alanındaki bilimsel yayınlar ve sanal gerçeklik tabanlı dil öğrenme platformları sistematik bir şekilde incelenmiştir. Betimsel analiz yöntemi ile sanal gerçeklik tabanlı dil öğrenme uygulamalarının dil öğrenme ve kültür aktarımına etkileri tematik olarak değerlendirilmiştir. Özellikle Mondly VR, ImmerseMe, VirtualSpeech ve Language Lab gibi popüler uygulamaların sunduğu öğrenme deneyimleri ayrıntılı bir şekilde ele alınmıştır. Bulgular, bu uygulamaların bağlamsal öğrenme ortamları sunduğunu, öğrenicilerin motivasyonunu artırdığını ve kültürel farkındalıklarını geliştirdiğini göstermektedir. Ancak, çalışmada sanal gerçeklik tabanlı dil öğretiminin bazı sınırlılıklarına da değinilmiştir. Öncelikle, sanal gerçeklik cihazlarının uzun süreli kullanımı sonucunda kullanıcıların birtakım fizyolojik rahatsızlıklar yaşadığı tespit edilmiştir. Ayrıca, bu uygulamaların teknik sınırlamaları ve yüksek maliyetleri, bu teknolojinin yaygın kullanımını kısıtlayan önemli faktörler olarak öne çıkmaktadır. Mevcut sanal gerçeklik tabanlı dil öğretim uygulamalarının çoğu kültürel aktarımı desteklemekle birlikte, genellikle mekanik dil pratiğine odaklanmaktadır ve kültürel unsurların aktarımı konusunda derinlemesine bir içerik sunmamaktadır. Sonuç olarak, sanal gerçeklik teknolojileri, dil öğretiminde yenilikçi ve etkili bir araç olma potansiyeline sahip olmakla birlikte, daha erişilebilir, ekonomik ve pedagojik olarak optimize edilmiş hale getirilmelidir. Bu bağlamda, sanal gerçeklik teknolojilerinin dil öğrenme süreçlerine entegrasyonu üzerine daha fazla araştırma yapılması gerekmektedir.

Kaynakça

  • Blyth, C. (2018). Immersive technologies and language learning. Foreign Language Annals, 51(1), 225–232. Bowen, G. A. (2009). Document analysis as a qualitative research method. Qualitative Research Journal, 9(2), 27–40. https://doi.org/10.3316/QRJ0902027
  • Byram, M. (1997). Teaching and assessing intercultural communicative competence. Multilingual Matters.
  • Chen, C., ve Yuan, Y. (2023). Effectiveness of virtual reality on Chinese as a second language vocabulary learning: Perceptions from international students. Computer Assisted Language Learning, 1–29.
  • Cheng, A., Yang, L., ve Anderson, E. (2017). Teaching language and culture with a virtual reality game. In CHI ‘17: Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems (pp. 541–549).
  • Creswell, J. W. (2014). Research design: Qualitative, quantitative, and mixed methods approaches (4th ed.). SAGE Publications.
  • Dalgarno, B., ve Lee, M. J. W. (2010). What are the learning affordances of 3-D virtual environments? British Journal of Educational Technology, 41(1), 10–32. https://doi.org/10.1111/j.1467-8535.2009.01038.x
  • Deci, E. L., ve Ryan, R. M. (1985). Intrinsic motivation and self-determination in human behavior. Plenum.
  • Dörnyei, Z. (2009). The L2 Motivational Self System. In Z. Dörnyei & E. Ushioda (Eds.), Motivation, language identity and the L2 self (pp. 9–42). Multilingual Matters. https://doi.org/10.21832/9781847691293-003
  • Dörnyei, Z., ve Ushioda, E. (2021). Teaching and researching motivation (3rd ed.). Routledge. https://doi.org/10.4324/9781351006743
  • Gardner, R. C. (1985). Social psychology and second language learning: The role of attitudes and motivation. Edward Arnold Publishers.
  • Geertz, C. (1973). The interpretation of cultures. Basic Books.
  • Horwitz, E. K., Horwitz, M. B., ve Cope, J. (1986). Foreign language classroom anxiety. The Modern Language Journal, 70(2), 125–132.
  • Hsu, C. C., Chen, Y. L., Lin, C. Y., ve Lien, Y. C. (2022). Cognitive development, self-efficacy, and wearable technology use in a virtual reality language learning environment: A structural equation modeling analysis. Current Psychology, 41, 1618–1632. https://doi.org/10.1007/s12144-021-02252-y
  • Huang, Y. C., Backman, S. J., Backman, K. F., McGuire, F. A., ve Moore, D. (2019). An investigation of motivation and experience in virtual learning environments: A self-determination theory. Education and Information Technologies, 24, 591–611.
  • Jiang, J., ve Fryer, L. K. (2024). The effect of virtual reality learning on students' motivation: A scoping review. Journal of Computer Assisted Learning, 40(1), 360–373.
  • Kaplan-Rakowski, R., ve Gruber, A. (2023). The impact of high-immersion virtual reality on foreign language anxiety. Smart Learning Environments, 10(1), 46.
  • Kim, H. S., Kim, N. Y., ve Cha, Y. (2023). Exploring the potential of metaverse as a future learning platform for enhancing EFL learners’ English proficiency. Korean Journal of English Language and Linguistics, 23, 220–236.
  • Kramsch, C. (1993). Context and culture in language teaching. Oxford University Press.
  • Krippendorff, K. (2018). Content analysis: An introduction to its methodology (4th ed.). Sage Publications.
  • Lan, Y. J. (2020a). Immersion into virtual reality for language learning. In K. D. Federmeier & H. W. Huang (Eds.), Psychology of learning and motivation (Vol. 72, pp. 1–26). Academic Press.
  • Lan, Y. J. (2020b). Immersion, interaction, and experience-oriented learning: Bringing virtual reality into FL learning. Language Learning & Technology, 24(1), 1–15. http://hdl.handle.net/10125/44704
  • Legault, J., Zhao, J., Chi, Y. A., Chen, W., Klippel, A., ve Li, P. (2019). Immersive virtual reality as an effective tool for second language vocabulary learning. Languages, 4(1), 13.
  • LITESOL Project. (2022). Virtual reality for intercultural language education: Final report. European Commission.
  • McMillan, J. H., ve Schumacher, S. (2010). Research in education: Evidence-based inquiry (7th ed.). Pearson. MDN Web Docs. (2025, February). WebVR concepts. https://developer.mozilla.org/en-US/docs/Web/API/WebVR_API/Concepts
  • Merriam, S. B., ve Tisdell, E. J. (2016). Qualitative research: A guide to design and implementation (4th ed.). Jossey-Bass.
  • Miles, B. M., ve Huberman, M. A. (2016). Nitel veri analizi (S. Akbaba Altun & A. Ersoy, Çev. Ed.). Pegem.
  • Milgram, P., ve Kishino, F. (1994). A taxonomy of mixed reality visual displays. IEICE Transactions on Information and Systems, E77-D(12), 1321–1329.
  • Park, S., Gillies, M., ve Pan, X. (2024). Harnessing virtual reality: Tackling foreign language anxiety and elevating public speaking skills. In The Asian Conference on Education & International Development (pp. 531–544).
  • Parmaxi, A. (2020). Virtual reality in language learning: A systematic review and implications for research and practice. Interactive Learning Environments, 30(5), 951–967.
  • Patton, M. Q. (2015). Qualitative research & evaluation methods: Integrating theory and practice (4th ed.). Sage Publications.
  • Rafiq, A. A., Triyono, M. B., ve Djatmiko, I. W. (2022). Enhancing student engagement in vocational education by using virtual reality. Waikato Journal of Education, 27(3), 175–188.
  • Sanz-Prieto, M., De Pablo González, G., ve De Pablo Sánchez, N. (2024). Art project virtual reality for global citizenship education. Technology, Knowledge and Learning, 1–27.
  • Sapir, E. (1921). Language: An introduction to the study of speech. Harcourt, Brace & World.
  • Schroeder, R. (2021). Social VR: Ethical and empirical issues. MIT Press.
  • Schwienhorst, K. (2002). Why virtual, why environments? Implementing virtual reality concepts in computer-assisted language learning. Simulation & Gaming, 33(2), 196–209. https://doi.org/10.1177/1046878102332008
  • Silverstein, M. (1979). Language structure and linguistic ideology. In P. R. Clyne, W. F. Hanks, ve C. L. Hofbauer (Eds.), The elements: A parasession on linguistic units and levels (pp. 193–247). Chicago Linguistic Society.
  • Thorne, S. L., Hellermann, J., ve Jakonen, T. (2021). Rewilding language education: Emergent assemblages and entangled actions. The Modern Language Journal, 105(S1), 106–125. https://doi.org/10.1111/modl.12687 Whorf, B. L. (1956). Language, thought and reality. MIT Press.
  • Yang, F. C. O., Lo, F. Y. R., Hsieh, J. C., ve Wu, W. C. V. (2020). Facilitating communicative ability of EFL learners via high-immersion virtual reality. Journal of Educational Technology & Society, 23(1), 30–49.
  • Yıldırım, A., ve Şimşek, H. (2018). Sosyal bilimlerde nitel araştırma yöntemleri (11. baskı). Seçkin Yayıncılık.

Using Virtual Reality Technologies in Foreign Language Learning in the Context of Culture Transfer

Yıl 2025, Cilt: 8 Sayı: 1, 74 - 92, 30.06.2025

Öz

This study examines how virtual reality (VR) technologies can be used in foreign language learning in the context of culture transfer. Traditional language teaching methods usually focus on grammar rules and vocabulary, while the opportunity for learners to directly experience the target culture is limited. Virtual reality offers language learners the opportunity to experience the target language and culture in an authentic environment to overcome this deficiency. In this context, document analysis and descriptive analysis methods were used. Within the scope of document analysis, scientific publications in the field of foreign language learning and virtual reality technologies and virtual reality-based language learning platforms were systematically analyzed. With the descriptive analysis method, the effects of virtual reality-based language learning applications on language learning and culture transfer were evaluated thematically. In particular, the learning experiences offered by popular applications such as Mondly VR, ImmerseMe, VirtualSpeech and Language Lab were analyzed in detail. The findings show that these applications offer contextualized learning environments, increase learners' motivation and enhance their cultural awareness. However, some limitations of virtual reality-based language teaching were also mentioned in the study. First of all, it was found that users experience some physiological discomfort as a result of prolonged use of virtual reality devices. In addition, the technical limitations and high costs of these applications stand out as important factors limiting the widespread use of this technology. Although most of the existing virtual reality-based language teaching applications support cultural transfer, they usually focus on mechanical language practice and do not provide in-depth content on the transfer of cultural elements. In conclusion, virtual reality technologies have the potential to be an innovative and effective tool in language teaching, but they should be made more accessible, affordable and pedagogically optimized. In this context, more research on the integration of virtual reality technologies into language learning processes is needed.

Kaynakça

  • Blyth, C. (2018). Immersive technologies and language learning. Foreign Language Annals, 51(1), 225–232. Bowen, G. A. (2009). Document analysis as a qualitative research method. Qualitative Research Journal, 9(2), 27–40. https://doi.org/10.3316/QRJ0902027
  • Byram, M. (1997). Teaching and assessing intercultural communicative competence. Multilingual Matters.
  • Chen, C., ve Yuan, Y. (2023). Effectiveness of virtual reality on Chinese as a second language vocabulary learning: Perceptions from international students. Computer Assisted Language Learning, 1–29.
  • Cheng, A., Yang, L., ve Anderson, E. (2017). Teaching language and culture with a virtual reality game. In CHI ‘17: Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems (pp. 541–549).
  • Creswell, J. W. (2014). Research design: Qualitative, quantitative, and mixed methods approaches (4th ed.). SAGE Publications.
  • Dalgarno, B., ve Lee, M. J. W. (2010). What are the learning affordances of 3-D virtual environments? British Journal of Educational Technology, 41(1), 10–32. https://doi.org/10.1111/j.1467-8535.2009.01038.x
  • Deci, E. L., ve Ryan, R. M. (1985). Intrinsic motivation and self-determination in human behavior. Plenum.
  • Dörnyei, Z. (2009). The L2 Motivational Self System. In Z. Dörnyei & E. Ushioda (Eds.), Motivation, language identity and the L2 self (pp. 9–42). Multilingual Matters. https://doi.org/10.21832/9781847691293-003
  • Dörnyei, Z., ve Ushioda, E. (2021). Teaching and researching motivation (3rd ed.). Routledge. https://doi.org/10.4324/9781351006743
  • Gardner, R. C. (1985). Social psychology and second language learning: The role of attitudes and motivation. Edward Arnold Publishers.
  • Geertz, C. (1973). The interpretation of cultures. Basic Books.
  • Horwitz, E. K., Horwitz, M. B., ve Cope, J. (1986). Foreign language classroom anxiety. The Modern Language Journal, 70(2), 125–132.
  • Hsu, C. C., Chen, Y. L., Lin, C. Y., ve Lien, Y. C. (2022). Cognitive development, self-efficacy, and wearable technology use in a virtual reality language learning environment: A structural equation modeling analysis. Current Psychology, 41, 1618–1632. https://doi.org/10.1007/s12144-021-02252-y
  • Huang, Y. C., Backman, S. J., Backman, K. F., McGuire, F. A., ve Moore, D. (2019). An investigation of motivation and experience in virtual learning environments: A self-determination theory. Education and Information Technologies, 24, 591–611.
  • Jiang, J., ve Fryer, L. K. (2024). The effect of virtual reality learning on students' motivation: A scoping review. Journal of Computer Assisted Learning, 40(1), 360–373.
  • Kaplan-Rakowski, R., ve Gruber, A. (2023). The impact of high-immersion virtual reality on foreign language anxiety. Smart Learning Environments, 10(1), 46.
  • Kim, H. S., Kim, N. Y., ve Cha, Y. (2023). Exploring the potential of metaverse as a future learning platform for enhancing EFL learners’ English proficiency. Korean Journal of English Language and Linguistics, 23, 220–236.
  • Kramsch, C. (1993). Context and culture in language teaching. Oxford University Press.
  • Krippendorff, K. (2018). Content analysis: An introduction to its methodology (4th ed.). Sage Publications.
  • Lan, Y. J. (2020a). Immersion into virtual reality for language learning. In K. D. Federmeier & H. W. Huang (Eds.), Psychology of learning and motivation (Vol. 72, pp. 1–26). Academic Press.
  • Lan, Y. J. (2020b). Immersion, interaction, and experience-oriented learning: Bringing virtual reality into FL learning. Language Learning & Technology, 24(1), 1–15. http://hdl.handle.net/10125/44704
  • Legault, J., Zhao, J., Chi, Y. A., Chen, W., Klippel, A., ve Li, P. (2019). Immersive virtual reality as an effective tool for second language vocabulary learning. Languages, 4(1), 13.
  • LITESOL Project. (2022). Virtual reality for intercultural language education: Final report. European Commission.
  • McMillan, J. H., ve Schumacher, S. (2010). Research in education: Evidence-based inquiry (7th ed.). Pearson. MDN Web Docs. (2025, February). WebVR concepts. https://developer.mozilla.org/en-US/docs/Web/API/WebVR_API/Concepts
  • Merriam, S. B., ve Tisdell, E. J. (2016). Qualitative research: A guide to design and implementation (4th ed.). Jossey-Bass.
  • Miles, B. M., ve Huberman, M. A. (2016). Nitel veri analizi (S. Akbaba Altun & A. Ersoy, Çev. Ed.). Pegem.
  • Milgram, P., ve Kishino, F. (1994). A taxonomy of mixed reality visual displays. IEICE Transactions on Information and Systems, E77-D(12), 1321–1329.
  • Park, S., Gillies, M., ve Pan, X. (2024). Harnessing virtual reality: Tackling foreign language anxiety and elevating public speaking skills. In The Asian Conference on Education & International Development (pp. 531–544).
  • Parmaxi, A. (2020). Virtual reality in language learning: A systematic review and implications for research and practice. Interactive Learning Environments, 30(5), 951–967.
  • Patton, M. Q. (2015). Qualitative research & evaluation methods: Integrating theory and practice (4th ed.). Sage Publications.
  • Rafiq, A. A., Triyono, M. B., ve Djatmiko, I. W. (2022). Enhancing student engagement in vocational education by using virtual reality. Waikato Journal of Education, 27(3), 175–188.
  • Sanz-Prieto, M., De Pablo González, G., ve De Pablo Sánchez, N. (2024). Art project virtual reality for global citizenship education. Technology, Knowledge and Learning, 1–27.
  • Sapir, E. (1921). Language: An introduction to the study of speech. Harcourt, Brace & World.
  • Schroeder, R. (2021). Social VR: Ethical and empirical issues. MIT Press.
  • Schwienhorst, K. (2002). Why virtual, why environments? Implementing virtual reality concepts in computer-assisted language learning. Simulation & Gaming, 33(2), 196–209. https://doi.org/10.1177/1046878102332008
  • Silverstein, M. (1979). Language structure and linguistic ideology. In P. R. Clyne, W. F. Hanks, ve C. L. Hofbauer (Eds.), The elements: A parasession on linguistic units and levels (pp. 193–247). Chicago Linguistic Society.
  • Thorne, S. L., Hellermann, J., ve Jakonen, T. (2021). Rewilding language education: Emergent assemblages and entangled actions. The Modern Language Journal, 105(S1), 106–125. https://doi.org/10.1111/modl.12687 Whorf, B. L. (1956). Language, thought and reality. MIT Press.
  • Yang, F. C. O., Lo, F. Y. R., Hsieh, J. C., ve Wu, W. C. V. (2020). Facilitating communicative ability of EFL learners via high-immersion virtual reality. Journal of Educational Technology & Society, 23(1), 30–49.
  • Yıldırım, A., ve Şimşek, H. (2018). Sosyal bilimlerde nitel araştırma yöntemleri (11. baskı). Seçkin Yayıncılık.
Toplam 39 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular Dilbilim (Diğer)
Bölüm Makaleler
Yazarlar

Mustafa Barış Baştürk 0009-0000-2947-2640

Ekin Şen 0000-0003-4847-1840

Erken Görünüm Tarihi 30 Haziran 2025
Yayımlanma Tarihi 30 Haziran 2025
Gönderilme Tarihi 3 Nisan 2025
Kabul Tarihi 21 Mayıs 2025
Yayımlandığı Sayı Yıl 2025 Cilt: 8 Sayı: 1

Kaynak Göster

APA Baştürk, M. B., & Şen, E. (2025). Yabancı Dil Öğreniminde Sanal Gerçeklik Teknolojilerinin Kültür Aktarımı Bağlamında Kullanılması. Uluslararası Yabancı Dil Olarak Türkçe Öğretimi Dergisi, 8(1), 74-92.