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.

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Published
2024-12-12
DOI
https://doi.org/10.1109/icercs63125.2024.10895801
Primary Topic
Sports and Physical Education Research
Type
article
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article

Immersive Wisdom in Teaching English Proverbs through Virtual Reality Game-Based Learning

Abdulredha Hussain Sabir, Mayyadah Al-Ani, Muntather Almusawi, Abbas Hameed Abdul Hussein et al.
Sports and Physical Education Research
article

Immersive Wisdom in Teaching English Proverbs through Virtual Reality Game-Based Learning

Abdulredha Hussain Sabir, Mayyadah Al-Ani, Muntather Almusawi, Abbas Hameed Abdul Hussein, Noor K. Tabaan
article en

Abstract

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.

Ahl Al Bayt University (IQ), Iraqi University (IQ), University of Wasit (IQ), University of Kut (IQ)
Quality Education
Openalex Percentile: Top 50%
Sports and Physical Education Research
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