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題名 虛擬實境中的圖像真實度對英語學習者的影響之研究
Exploring Impacts of Graphical Realism in Immersive Virtual Reality Platforms on EFL Learners作者 劉庭立
Liou, Ting-Li貢獻者 林日璇
Lin, Jih-Hsuan
劉庭立
Liou, Ting-Li關鍵詞 圖像真實度
英語學習
空間臨場感
投入度
虛擬實境
Graphical realism
English learning
Spatial presence
Engagement
Virtual reality日期 2024 上傳時間 1-Jul-2024 12:26:49 (UTC+8) 摘要 本研究旨在探討虛擬實境中的圖像真實度對英語學習者在空間臨場感 (spatial presence)以及學習投入(engagement)上的影響,以及虛擬實境對英語口說 帶來的學習成效。 本研究以 60 名台灣國中生為實驗對象,並將其分為兩組,各自進行以 Mondly VR 和 ImmerseMe 兩款具有不同圖像真實度的虛擬實境遊戲為主的實驗設計。除 了分析參與者在這兩款遊戲中的空間臨場感以及投入度以外,此研究也採用具有 較豐富故事情節與清晰畫面的 Mondly VR 作為學習媒介,探討個體在多次使用 虛擬實境學習英語口說之後的進度程度。 研究結果發現,參與者在具有較低圖像真實度的遊戲中展現出較高的空間臨 場感,學習的投入程度則幾乎相同。另外,研究也發現空間臨場感以及投入度之 間擁有正相關性。最後,在利用虛擬實境進行反覆的英語口說訓練之後,學生在 發音、流暢度和連貫性上都獲得了顯著的進步。 本研究的結果提供了關於開發虛擬實境作為語言學習媒介的重要見解,有助 於幫助英語學習者找到更有效的學習方式。此外,因應 2030 年雙語政策致力於 改善數位學習工具,這項研究成果也提供對此計畫具有價值的貢獻。
This study aims to examine the impact of graphical realism on language learning VR games, focusing on investigating EFL learners’ perception of spatial presence and learning engagement while practicing English speaking with virtual characters. Sixty junior high school students in Taiwan were recruited and divided into two groups. The groups were assigned two highly discussed VR games that have different levels of graphical realism, Mondly VR and ImmerseMe, respectively. The study also selected Mondly VR, which features more substantial storylines and better image resolution, to test the participants’ speaking learning outcomes after repeated VR exposure. The results reveal a higher sense of spatial presence in the VR game that has lower graphical realism. The engagement values were almost the same, and there was a positive correlation between spatial presence and engagement. Finally, the participants showed great progress in pronunciation, fluency, and coherence after the multiple VR training sessions. The research findings provide crucial insights into the development of VR language learning tools to help EFL students learn English more efficiently. The contribution is also valuable to Taiwan's Bilingual 2030 Policy as it helps improve digital learning tools, which is one of the key objectives of the policy.參考文獻 Aida, Y. (1994). Examination of Horwitz, Horwitz, and Cope's construct of foreign language anxiety: The case of students of Japanese. The modern language journal, 78(2), 155-168. 張武昌. (2014). 臺灣英語教育的「變」與「不變」:面對挑戰,提升英語力. 中等教育, 65(3), 6-17. https://doi.org/10.6249/se.2014.65.3.01 游源惠, & 簡宏名. (2018). 虛擬實境與英語學習結合之創作研究-以健行科技大學資訊工程系學生為例. Alfadil, M. (2020, 2020/08/01/). Effectiveness of virtual reality game in foreign language vocabulary acquisition. 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國立政治大學
國際傳播英語碩士學位學程(IMICS)
109461009資料來源 http://thesis.lib.nccu.edu.tw/record/#G0109461009 資料類型 thesis dc.contributor.advisor 林日璇 zh_TW dc.contributor.advisor Lin, Jih-Hsuan en_US dc.contributor.author (Authors) 劉庭立 zh_TW dc.contributor.author (Authors) Liou, Ting-Li en_US dc.creator (作者) 劉庭立 zh_TW dc.creator (作者) Liou, Ting-Li en_US dc.date (日期) 2024 en_US dc.date.accessioned 1-Jul-2024 12:26:49 (UTC+8) - dc.date.available 1-Jul-2024 12:26:49 (UTC+8) - dc.date.issued (上傳時間) 1-Jul-2024 12:26:49 (UTC+8) - dc.identifier (Other Identifiers) G0109461009 en_US dc.identifier.uri (URI) https://nccur.lib.nccu.edu.tw/handle/140.119/152023 - dc.description (描述) 碩士 zh_TW dc.description (描述) 國立政治大學 zh_TW dc.description (描述) 國際傳播英語碩士學位學程(IMICS) zh_TW dc.description (描述) 109461009 zh_TW dc.description.abstract (摘要) 本研究旨在探討虛擬實境中的圖像真實度對英語學習者在空間臨場感 (spatial presence)以及學習投入(engagement)上的影響,以及虛擬實境對英語口說 帶來的學習成效。 本研究以 60 名台灣國中生為實驗對象,並將其分為兩組,各自進行以 Mondly VR 和 ImmerseMe 兩款具有不同圖像真實度的虛擬實境遊戲為主的實驗設計。除 了分析參與者在這兩款遊戲中的空間臨場感以及投入度以外,此研究也採用具有 較豐富故事情節與清晰畫面的 Mondly VR 作為學習媒介,探討個體在多次使用 虛擬實境學習英語口說之後的進度程度。 研究結果發現,參與者在具有較低圖像真實度的遊戲中展現出較高的空間臨 場感,學習的投入程度則幾乎相同。另外,研究也發現空間臨場感以及投入度之 間擁有正相關性。最後,在利用虛擬實境進行反覆的英語口說訓練之後,學生在 發音、流暢度和連貫性上都獲得了顯著的進步。 本研究的結果提供了關於開發虛擬實境作為語言學習媒介的重要見解,有助 於幫助英語學習者找到更有效的學習方式。此外,因應 2030 年雙語政策致力於 改善數位學習工具,這項研究成果也提供對此計畫具有價值的貢獻。 zh_TW dc.description.abstract (摘要) This study aims to examine the impact of graphical realism on language learning VR games, focusing on investigating EFL learners’ perception of spatial presence and learning engagement while practicing English speaking with virtual characters. Sixty junior high school students in Taiwan were recruited and divided into two groups. The groups were assigned two highly discussed VR games that have different levels of graphical realism, Mondly VR and ImmerseMe, respectively. The study also selected Mondly VR, which features more substantial storylines and better image resolution, to test the participants’ speaking learning outcomes after repeated VR exposure. The results reveal a higher sense of spatial presence in the VR game that has lower graphical realism. The engagement values were almost the same, and there was a positive correlation between spatial presence and engagement. Finally, the participants showed great progress in pronunciation, fluency, and coherence after the multiple VR training sessions. The research findings provide crucial insights into the development of VR language learning tools to help EFL students learn English more efficiently. The contribution is also valuable to Taiwan's Bilingual 2030 Policy as it helps improve digital learning tools, which is one of the key objectives of the policy. en_US dc.description.tableofcontents Acknowledgments i 摘要 ii Abstract iii 1. Introduction 1 1.1 Research Background and Motivation 1 1.1.1 Virtual Reality 2 1.1.2 Virtual Reality in the Field of Education 3 1.1.3 Graphical Realism in Language Learning VR 4 1.2 Research Objectives and Contribution 6 2. Literature Review 8 2.1 Learning with VR and Selective Attention 8 2.2 Constructivism and Situated Theory 9 2.3 Virtual Reality for Foreign Language Learning 10 2.4 Spatial Presence 11 2.5 Graphical Realism 16 3. Methodology 21 3.1 Research Hypotheses 21 3.2 Research Methods 22 3.2.1. Quantitative and Quasi-experimental Method 22 3.2.2. Qualitative Approach 23 3.3 Independent Variables: Levels of Graphical Realism 23 3.4 Measurements and Instruments 24 3.5 Speaking Test Criteria: fluency and pronunciation 25 3.5.1 Fluency and Coherence 26 3.5.2 Pronunciation 26 3.6 Stimuli 27 3.7 Participants 29 3.8 Procedure 29 3.8.1 Research Process of the Mondly VR Group 30 3.8.2 Research Process of the ImmerseMe Group 32 4. Result 34 4.1 Spatial Presence and Engagement 34 4.1.1 Determining Outliers 34 4.1.2 Determining Normality Distribution 35 4.1.3 Interpreting Independent t-Test Results 38 4.2 Correlation Between Spatial Presence and Engagement 43 4.3 English Speaking Outcome Evaluation 44 4.3.1 Determining Outliers and Normality Distribution 45 4.3.2 Interpreting Paired t-Test Results 47 4.4 Interviews with the Participants 50 5. Discussion 52 5.1 Graphical Realism and Spatial Presence 52 5.2 The Correlation Between Spatial Presence and Engagement 55 5.3 The Effect of Learning English with VR 56 5.4 Limitation 57 6. Conclusion 59 Reference 62 Appendix A 72 Appendix B 75 Appendix C 79 zh_TW dc.format.extent 3096267 bytes - dc.format.mimetype application/pdf - dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0109461009 en_US dc.subject (關鍵詞) 圖像真實度 zh_TW dc.subject (關鍵詞) 英語學習 zh_TW dc.subject (關鍵詞) 空間臨場感 zh_TW dc.subject (關鍵詞) 投入度 zh_TW dc.subject (關鍵詞) 虛擬實境 zh_TW dc.subject (關鍵詞) Graphical realism en_US dc.subject (關鍵詞) English learning en_US dc.subject (關鍵詞) Spatial presence en_US dc.subject (關鍵詞) Engagement en_US dc.subject (關鍵詞) Virtual reality en_US dc.title (題名) 虛擬實境中的圖像真實度對英語學習者的影響之研究 zh_TW dc.title (題名) Exploring Impacts of Graphical Realism in Immersive Virtual Reality Platforms on EFL Learners en_US dc.type (資料類型) thesis en_US dc.relation.reference (參考文獻) Aida, Y. (1994). Examination of Horwitz, Horwitz, and Cope's construct of foreign language anxiety: The case of students of Japanese. The modern language journal, 78(2), 155-168. 張武昌. 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