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Navideznoresničnostna aplikacija za učenje tujega jezika
ID Špruk, Nik Jan (Author), ID Pesek, Matevž (Mentor) More about this mentor... This link opens in a new window

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Abstract
V zadnjih letih sta navidezna resničnost (VR) in obogatena resničnost (AR) postali obetavni tehnologiji, uporabni na različnih področjih, vključno z igrami, izobraževanjem in terapijo, saj predstavljata nov način posameznikove interakcije z digitalnimi okolji. Na področju učenja jezikov ponujata inovativne priložnosti za ustvarjanje interaktivnih in potopitvenih izobraževalnih izkušenj. Diplomska naloga raziskuje vlogo uporabe VR iger pri zvišanju motivacije in učinkovitosti pri učenju jezikov. Zasnovali smo VR igro za učenje nemškega jezika, ki se vsebinsko sklada z učnim načrtom prvega letnika gimnazije. Z eksperimentom, v katerem je sodelovalo 14 dijakov, smo ocenjevali učinek VR igre na pridobivanje znanja, uporabniško izkušnjo in motivacijo za učenje. Podatke smo zbirali z merjenjem dosežkov dijakov pri igranju igre ter z različnimi vprašalniki, preverjanji znanja nemščine in fokusno skupino. Rezultati kažejo, da lahko VR igre bistveno izboljšajo motivacijo za učenje jezika in nudijo privlačno, potopitveno učno orodje. Udeleženci so poročali o zadovoljstvu nad novim, netradicionalnim načinom učenja in o želji po vključitvi VR v svoje učne rutine. Študija prav tako izpostavlja potencial VR tehnologije za ustvarjanje varnih, interaktivnih okolij, s pomočjo katerih lahko učenci izboljšujejo svoje jezikovne veščine brez strahu pred napakami. Kljub obetavnim rezultatom ima raziskava tudi omejitve, med katerimi sta predvsem majhen vzorec in kratko časovno obdobje zbiranja podatkov. Diplomsko delo ponuja dobro osnovo za nadaljnje raziskave, pri čemer spodbujamo predvsem preučevanje dolgoročnih učinkov VR na učenje. Raziskava prispeva tudi k rastočemu področju izobraževalne tehnologije in nakazuje, da lahko VR predstavlja dragoceno dopolnilo tradicionalnim metodam učenja jezikov.

Language:Slovenian
Keywords:navidezna resničnost, igra, učenje jezikov, izobraževalna tehnologija, potopitveno učenje, igrifikacija, motivacija, e-učenje
Work type:Bachelor thesis/paper
Typology:2.11 - Undergraduate Thesis
Organization:FRI - Faculty of Computer and Information Science
Year:2024
PID:20.500.12556/RUL-159402 This link opens in a new window
COBISS.SI-ID:202270211 This link opens in a new window
Publication date in RUL:09.07.2024
Views:459
Downloads:132
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Secondary language

Language:English
Title:A virtual reality app for learning a foreign language
Abstract:
In recent years, virtual reality (VR) and augmented reality (AR) have become promising technologies applicable in various fields, including gaming, education, and therapy. These technologies represent a new way for individuals to interact with digital environments. In language learning, they offer innovative opportunities to create interactive and immersive educational experiences. This thesis explores the role of using VR games to enhance motivation and effectiveness in language learning. We designed a VR game for learning the German language, aligned with the curriculum for the first year of high school. An experiment involving 14 students was conducted to assess the impact of the VR game on knowledge acquisition, user experience, and motivation for learning. Data were collected by measuring students' achievements in the game, various questionnaires, language tests, and a focus group. The results indicate that VR games can significantly improve motivation for language learning and provide an engaging, immersive learning tool. Participants reported satisfaction with the new, non-traditional learning method and desire to incorporate VR into their learning routines. The study also highlights the potential of VR technology to create safe, interactive environments where students can enhance their language skills without the fear of making mistakes. Despite the promising results, the research has limitations, primarily the small sample size and short data collection period. This thesis provides a good foundation for further research, particularly in studying the long-term effects of VR on learning. Overall, the research contributes to the growing field of educational technology and suggests that VR can be a valuable supplement to traditional language learning methods.

Keywords:virtual reality, game, language learning, educational technology, immersive learning, gamification, motivation, e-learning

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