Immersive Wisdom in Teaching English Proverbs through Virtual Reality Game-Based Learning
Many studies have shown that foreign language English learning requires vocabulary growth. In recent years, game-based training has been shown to improve information acquisition and retention. Thus, advanced proverb-learning techniques are a key topic in English language learning. This paper proposes the virtual reality-based English Teaching Model (VR-ETM) to improve student English proverb learning and interactive teaching to increase student-teacher interaction. New location-based games like the VR-ETM use wireless positioning technologies to aid context-aware learning. Model has three main parts: an adaptive learning mechanism involves playing the game and reporting experiments comparing learning strategies to improve learning. ii) A computerized data compilation helps learners follow the learning process; iii) A customizable system should account for game content changes. The preliminary results suggest that the suggested learning method will increase learners' interest in learning English proverbs.
Authors
- Abdulredha Hussain Sabir
- Mayyadah Al-Ani (ORCID: https://orcid.org/0000-0002-9833-541X)
- Muntather Almusawi
- Abbas Hameed Abdul Hussein (ORCID: https://orcid.org/0009-0006-8637-4274)
- Noor K. Tabaan
Institutions
- Ahl Al Bayt University (IQ)
- Iraqi University (IQ)
- University of Wasit (IQ)
- University of Kut (IQ)
Publication Details
- Published
- 2024-12-12
- DOI
- https://doi.org/10.1109/icercs63125.2024.10895801
- Primary Topic
- Sports and Physical Education Research
- Type
- article
- Field-Weighted Citation Impact
- 0.00