111
Views
0
CrossRef citations to date
0
Altmetric
Research Article

The impact of an augmented reality application on EFL learners’ oral proficiency

Received 05 Nov 2023, Accepted 17 Mar 2024, Published online: 22 Mar 2024

References

  • Azuma, R. T. 1997. “A Survey of Augmented Reality.” Presence: Teleoperators and Virtual Environments 6 (4): 355–385. https://doi.org/10.1162/pres.1997.6.4.355.
  • Bursali, H., and R. M. Yilmaz. 2019. “Effect of Augmented Reality Applications on Secondary School Students’ Reading Comprehension and Learning Permanency.” Computers in Human Behavior 95: 126–135. https://doi.org/10.1016/j.chb.2019.01.035.
  • Chang, H., T. Binali, J. Liang, G. Chiou, K. Cheng, S. W. Lee, and C. Tsai. 2022. “Ten Years of Augmented Reality in Education: A Meta-analysis of (Quasi-) Experimental Studies to Investigate the Impact.” Computers and Education 191, https://doi.org/10.1016/j.compedu.2022.104641.
  • Chen, R. W., and K. K. Chan. 2019. “Using Augmented Reality Flashcards to Learn Vocabulary in Early Childhood Education.” Journal of Educational Computing Research 57 (7): 1812–1831. https://doi.org/10.1177/0735633119854028.
  • Chen, M., L. Wang, D. Zou, S. Lin, and C. Tsai. 2022. “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 35 (3): 381–411. https://doi.org/10.1080/09588221.2019.1704787.
  • Costuchen, A. L., S. Darling, and C. Uytman. 2021. “Augmented Reality and Visuospatial Bootstrapping for Second-Language Vocabulary Recall.” Innovation in Language Learning and Teaching 15 (4): 352–363. https://doi.org/10.1080/17501229.2020.1806848.
  • Dalim, C. S. C., M. S. Sunar, A. Dey, and M. Billinghurst. 2019. “Using Augmented Reality with Speech Input for Non-Native Children’s Language Learning.” International Journal of Human-Computer Studies 134: 44–64. https://doi.org/10.1016/j.ijhcs.2019.10.002.
  • Davis, F. D. 1989. “Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology.” MIS Quarterly 13 (3): 319–340. https://doi.org/10.2307/249008.
  • Ebadi, S., and F. Ashrafabadi. 2022. “An Exploration Into the Impact of Augmented Reality on EFL Learners’ Reading Comprehension.” Education and Information Technologies 27 (7): 9745–9765. https://doi.org/10.1007/s10639-022-11021-8.
  • Ellis, R. 1994. The Study of Second Language Acquisition. Oxford: Oxford University Press.
  • Godwin, J. R. 2016. “Augmented Reality and Language Learning: From Annotated Vocabulary to Place-Based Mobile Games.” Language Learning and Technology 20 (3): 9–19.
  • Gönen, S., and G. Zeybek. 2022. “Using QR Code Enhanced Authentic Texts in EFL Extensive Reading: A Qualitative Study on Student Perceptions.” Education and Information Technologies 27 (2): 2039–2057. https://doi.org/10.1007/s10639-021-10695-w.
  • Hao, K., and L. Lee. 2021. “The Development and Evaluation of an Educational Game Integrating Augmented Reality, ARCS Model, and Types of Games for English Experiment Learning: An Analysis of Learning.” Interactive Learning Environments 29 (7): 1101–1114. https://doi.org/10.1080/10494820.2019.1619590.
  • Ho, S., S. Hsieh, P. Sun, and C. Chen. 2017. “To Activate English Learning: Listen and Speak in Real Life Context with an AR Featured U-Learning System.” Educational Technology and Society 20 (2): 176–187.
  • Holmes, N., and C. Spence. 2004. “The Body Schema and Multisensory Representation (S) of Peripersonal Space.” Cognitive Processing 5 (2): 94–105. https://doi.org/10.1007/s10339-004-0013-3.
  • Hsu, T. 2017. “Learning English with Augmented Reality: Do Learning Styles Matter?” Computers and Education 106: 137–149. https://doi.org/10.1016/j.compedu.2016.12.007.
  • Hsu, K., and G. Liu. 2021. “Investigating Effects and Learners’ Perceptions of a Student-led, AR-based Learning Design for Developing Students’ English Speaking Proficiency.” International Journal of Mobile Learning and Organisation 15 (3): 306–331. https://doi.org/10.1504/ijmlo.2021.116519.
  • Ibrahim, A., B. Huynh, J. Downey, T. Höllerer, D. Chun, and J. O’donovan. 2018. “ARbis Pictus: A Study of Vocabulary Learning with Augmented Reality.” IEEE Transactions on Visualization and Computer Graphics 24 (11): 2867–2874. https://doi.org/10.1109/TVCG.2018.2868568.
  • Lantolf, J., and S. Thorne. 2006. Sociocultural Theory and the Genesis of Second Language Development. New York: Oxford University Press.
  • Lee, L., C. Chau, C. Chau, C. Ng, and N. Wu. 2019. “Improving the Experience of Teaching and Learning Kindergarten-Level English Vocabulary Using Augmented Reality.” International Journal of Innovation and Learning 25 (2): 110–125. https://doi.org/10.1504/IJIL.2019.097661.
  • Lee, S. M., and M. Park. 2022. “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.
  • Li, N. 2022. “Research on Augmented Reality College English Listening and Speaking Teaching Mode Supported by Wearable Technology.” Mobile Information Systems, https://doi.org/10.1155/2022/2760131.
  • Lin, V., G. Liu, and N. Chen. 2022. “The Effects of an Augmented-Reality Ubiquitous Writing Application: A Comparative Pilot Project for Enhancing EFL Writing Instruction.” Computer Assisted Language Learning 35 (5-6): 989–1030. https://doi.org/10.1080/09588221.2020.1770291.
  • Liu, G., and C. Ma. 2023. “Measuring EFL Learners’ use of ChatGPT in Informal Digital Learning of English Based on the Technology Acceptance Model.” Innovation in Language Learning and Teaching, https://doi.org/10.1080/17501229.2023.2240316.
  • Ok, M. W., N. Haggerty, and A. Whaley. 2020. “Effects of Video Modeling Using an Augmented Reality IPad Application on Phonics Performance of Students Who Struggle with Reading.” Reading & Writing Quarterly 37: 101–116. https://doi.org/10.1080/10573569.2020.1723152.
  • Oranç, C., and A. C. Küntay. 2019. “Learning from the Real and the Virtual Worlds: Educational Use of Augmented Reality in Early Childhood.” International Journal of Child-Computer Interaction 21: 104–111. https://doi.org/10.1016/j.ijcci.2019.06.002.
  • Raven, J. C., J. H. Court, and J. Raven. 1988. Manual for Raven’s Progressive Matrices and Vocabulary Scales. London: Lewis.
  • Richardson, D. 2016. “Exploring the Potential of a Location Based Augmented Reality Game for Language Learning.” International Journal of Game-Based Learning 6 (3): 34–49. https://doi.org/10.4018/IJGBL.2016070103.
  • Shadiev, R., and Q. Liang. 2024. “A Review of Research on AR-Supported Language Learning.” Innovation in Language Learning and Teaching 18 (1): 78–100. https://doi.org/10.1080/17501229.2023.2229804.
  • Solak, E., and R. Cakir. 2016. “Investigating the Role of Augmented Reality Technology in the Language Classroom / Istraživanje Uloge Tehnologije Proširene Stvarnosti u Nastavi Jezika.” Croatian Journal of Education - Hrvatski Časopis za Odgoj i Obrazovanje 18 (4): 1067–1077. https://doi.org/10.15516/cje.v18i4.1729.
  • Sun, P. P., and B. Mei. 2022. “Modeling Preservice Chinese-as-a-Second/Foreign-Language Teachers’ Adoption of Educational Technology: A Technology Acceptance Perspective.” Computer Assisted Language Learning 35 (4): 816–839. https://doi.org/10.1080/09588221.2020.1750430.
  • Teng, C., J. Chen, and Z. Chen. 2018. “Impact of Augmented Reality on Programming Language Learning: Efficiency and Perception.” Journal of Educational Computing Research 56 (2): 254–271. https://doi.org/10.1177/0735633117706109.
  • Tsai, S. 2022. “Learning with Mobile Augmented Reality- and Automatic Speech Recognition-Based Materials for English Listening and Speaking Skills: Effectiveness and Perceptions of Non-English Major English as a Foreign Language Students.” Journal of Educational Computing Research 61 (2), https://doi.org/10.1177/07356331221111203.
  • Wei, X., and J. Sun. 2021. “A Literature Review of Augmented Reality in Second Language Learning.” e-Education Research 42 (3): 81–88. https://doi.org/10.13811/j.cnki.eer.2021.03.012.
  • Wen, Y. 2018. “Chinese Character Composition Game with Augment Papers.” Educational Technology and Society 21 (3): 132–145. https://hdl.handle.net/10497/20421.
  • Xie, Y., Y. Chen, and L. Ryder. 2021. “Effects of Using Mobile-Based Virtual Reality on Chinese L2 Students’ Oral Proficiency.” Computer Assisted Language Learning 34 (3): 225–245. https://doi.org/10.1080/09588221.2019.1604551.
  • Yilmaz, R., F. Topu, and A. Tulgar. 2022. “An Examination of Vocabulary Learning and Retention Levels of Pre-School Children Using Augmented Reality Technology in English Language Learning.” Education and Information Technologies 27, https://doi.org/10.1007/s10639-022-10916-w.
  • Zhu, J., X. Zhang, and J. Li. 2022. “Using AR Filters in L2 Pronunciation Training: Practice, Perfection, and Willingness to Share.” Computer Assisted Language Learning, https://doi.org/10.1080/09588221.2022.2080716.

Reprints and Corporate Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

To request a reprint or corporate permissions for this article, please click on the relevant link below:

Academic Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

Obtain permissions instantly via Rightslink by clicking on the button below:

If you are unable to obtain permissions via Rightslink, please complete and submit this Permissions form. For more information, please visit our Permissions help page.