Virtual reality has attracted the interest of the research community due to the endless possibilities itoffers in the educational arena. Although a wide range of applications already exists, further researchis required to establish effective practices for a fruitful classroom implementation. This quantitativeresearch of a sample of 37 primary school students explores the educational affordances and students’perceptions of virtual reality systems as supportive tools for teaching English as a foreign language.
Panolingo is a relatively new application that stands out from the plethora of Virtual Reality tools for learning foreign languages that are available nowadays. The main reason for that is the excellent quality of the graphic depictions in the application. High-quality 360 ° panoramas are able to offer the user the viewing of environments in a natural way therefore enhancing the immersion of use, while limiting possible feelings of nausea due to the use of the medium.
If you tell me I'll listen if you show me I'll see but if you let me experience I will learn.
Mondly VR is a new application by Mondly, which uses virtual reality to help students expand their language learning skills. What makes Mondly VR stand out is its language recognition ability. Users can take part in conversations with virtual characters in a variety of different real life scenarios. Those scenarios include talking to a taxi driver, a hotel hostess, a waitress in a restaurant a stranger at the train station and a few other interesting choices.
Undoubtedly, virtual reality has been one of the most discussed topics between educators since the past year. Multiple applications try to exploit its characteristics in order to enhance students’ learning process.
Virtual Speech (Language VR) is an application which through scenarios and a wide range of language situations, aims to use the virtual reality to teach foreign languages. Besides English the user can choose between the following languages: French, Spanish, Portuguese, German and Chinese. Russian, Japanese, Italian and Korean are soon to be released.
Johnny Grammar's Word Challenge is an application suitable for Android and IOS devices. It is really beneficial for students who learn English and want to improve their knowledge of grammar and vocabulary. The aim of the game is to answer as many correct questions as possible within a minute, with the user receiving badges depending on his performance (Grammar Guru, Word Wizard and Supreme Speller badges). By winning badges the player is placed on a leaderboard competing with other players worldwide.
The integration and exploitation of technology in in recent years takes place through pleasant environments of learning, collaboration and authenticity. Such an environment is the Quizizz. It requires the student's active engagement and the emergence of a learning experience that no longer relies on the sterile knowledge of the content. The use of such tool keeps students' interest and commitment to acquiring new information (The effect of Kahoot, Quizizz, 2017).
Quizizz is a free learning application designed for mobile phones that uses wireless handhelds to collect student responses and then show the results in the classroom while collecting direct feedback by answering questions posed by the educator (Kahoot, Quizizz, 2017). The teacher selects a quiz that has been structured for the particular subject of interest and then provides a pin for the students. Students then use the pin and the questions appear on their mobile devices. They are required to answer a timeframe predetermined by the teacher. Questions appear randomly to each student, and then the learner observes the results of the choice he/she made (Boulden, Hurt & Richardson, 2017). The total results are also shown at the interactive whiteboard with the help of the teacher’s computer and a projector.
Games in education are the teacher’s weapon to try and involve students in activities that combine the element of fun and learning with a meaning. Mobile devices have reshaped the way of teaching and have created new opportunities towards this approach.
This article will present one of the most useful tools, Kahoot! which combines beautiful graphical representations and sounds, turns the classroom into a playroom, with the teacher being the "show" coordinator and the students to be the contestants (Fotaris, Mastoras, Leinfellner & Rosunally, 2016). Students are asked to give the appropriate answer to the current question they are dealing with using their mobile devices and according to their responses they earn points that rank them in a rating scale (Wang, 2015).