Augmented Reality Language Learning

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  augmented reality language learning: Designing, Deploying, and Evaluating Virtual and Augmented Reality in Education Akcayir, Gokce, Demmans Epp, Carrie, 2020-10-23 Augmented reality (AR) and virtual reality (VR) provide flexibility in education and have become widely used for the promotion of multimedia learning. This use coincides with mobile devices becoming prevalent, VR devices becoming more affordable, and the creation of user-friendly software that allows the development of AR/VR applications by non-experts. However, because the integration of AR and VR into education is a fairly new practice that is only in its initial stage, these processes and outcomes need to be improved. Designing, Deploying, and Evaluating Virtual and Augmented Reality in Education is an essential research book that presents current practices and procedures from different technology-implementation stages (design, deployment, and evaluation) to help educators use AR/VR applications in their own teaching practices. The book provides comprehensive information on AR and VR applications in different educational settings from various perspectives including but not limited to mobile learning, formal/informal learning, and integration strategies with practical and/or theoretical implications. Barriers and challenges to their implementation that are currently faced by educators are also addressed. This book is ideal for academicians, instructors, curriculum designers, policymakers, instructional designers, researchers, education professionals, practitioners, and students.
  augmented reality language learning: Virtual and Augmented Reality in English Language Arts Education Clarice M. Moran, Mary F. Rice, 2021-03-04 New times. Expanded worlds. Emerging possibilities. In Using Virtual Reality in English Language Arts Education, authors from multiple institutions across the United States and abroad share practical insights for teaching English language arts with virtual and augmented realities. These chapters draw on multiple theories and ideas to share perspectives from practicing and prospective teachers, as well as young learners themselves, about how to use applications and tools to transform teaching and learning. Collectively, this book advances innovation for using virtual and augmented realities as educational, inclusive spaces for teaching English language arts and literacy subject matter while supporting learners in developing the mindset for creativity, innovation, and even emotional empathy.
  augmented reality language learning: Augmented Reality in Education Vladimir Geroimenko, 2020-05-26 This is the first comprehensive research monograph devoted to the use of augmented reality in education. It is written by a team of 58 world-leading researchers, practitioners and artists from 15 countries, pioneering in employing augmented reality as a new teaching and learning technology and tool. The authors explore the state of the art in educational augmented reality and its usage in a large variety of particular areas, such as medical education and training, English language education, chemistry learning, environmental and special education, dental training, mining engineering teaching, historical and fine art education. Augmented Reality in Education: A New Technology for Teaching and Learning is essential reading not only for educators of all types and levels, educational researchers and technology developers, but also for students (both graduates and undergraduates) and anyone who is interested in the educational use of emerging augmented reality technology.
  augmented reality language learning: Implementing Augmented Reality Into Immersive Virtual Learning Environments Russell, Donna, 2020-12-18 The potential to integrate augmented reality into educational settings has led to the development of myriad programs for implementing these transformative technologies into education. However, the transformative learning processes possible for learners can best be developed through integration in immersive virtual learning environments. The integration of augmented reality (AR) technologies into education involves matching the potential of AR with the most effective instructional model for immersing learners in the learning process. With current research focused heavily on blended or online learning, augmented reality fits right into the new technologies and trends that are being developed and utilized on a consistent basis. There is a need for research that provides detailed curriculum guides, templates for designing virtual worlds, evaluation processes, and immersive learning procedures that can be utilized to provide the best educational environment for student success. Implementing Augmented Reality Into Immersive Virtual Learning Environments provides current research for the integration of transformative new technologies into multiple educational settings. Examining the why, what, and how of integrating augmented reality into immersive virtual learning technologies, this book covers various educational settings, such as nursing education, sports coaching, language education, and more. While highlighting the benefits for virtual reality, its role in remote learning, the logistics of simulation, and branches of it such as gamification, this book is ideally intended for teachers, school administrators, teacher educators, practitioners, IT specialists, educational software developers, researchers, academicians, and students interested in integrating augmented reality in educational programs.
  augmented reality language learning: Augmented Reality for Enhanced Learning Environments Reyes Ruiz, Gerardo, Hernández Hernández, Marisol, 2018-05-18 In an environment where some countries are coming out of the recession at different speeds and others remain in a gloomy economic environment, education plays a vital role in reducing the negative impact of the global economic problems. In this sense, new technologies help to generate human resources with a better quality of education. Augmented Reality for Enhanced Learning Environments provides emerging research on using new technologies to encourage education and improve learning quality through augmented reality. While highlighting issues such as global economic problems impacting schools and insufficient aid, this publication explores new technologies in emerging economies and effective means of knowledge and learning transfer. This book is a vital resource for teachers, students, and aid workers seeking current research on creating a new horizon in science and technology to strengthen the current system of learning.
  augmented reality language learning: Contextual Language Learning Yu-Ju Lan, Scott Grant, 2021-08-31 This book presents research and developments in the virtual, augmented technology and mixed-reality used in language learning and teaching. It provides the readers with a comprehensive overview of contextual language learning with the support of immersive technology. From theoretical foundations, methodological issues, the features of virtual and augmented reality, and educational practices of language learning, to the future of immersive technology for and research on language learning. During the past two decades, abundant research on different realities has recognized the potential of language learning in virtual, augmented, and mixed-reality environments (Wang et al., 2020; Lin & Lan, 2015). Given insufficient studies of Chinese learning in immersive contexts reported in existing literature, this book includes several excellent studies about using immersive technologies for Chinese learning in addition to other foreign langue learning, such as English as a foreign language (EFL). Since learning Chinese has grown significantly as a global trend, the authors vitally consolidate and synthesize various theoretical foundations, visions, and recent research and practices in the context of Chinese teaching from broader and more diverse perspectives. On the other hand, the chapters about EFL learning also shed light on the research on contextual language learning. Thus, the chapters included in this book will likely provide readers with a deep and extensive understanding of the potential of the smart combination of immersive technologies and language learning. More issues for future research will undoubtedly be inspired by reading the chapters in this book.
  augmented reality language learning: Recent Tools for Computer- and Mobile-Assisted Foreign Language Learning Andujar, Alberto, 2019-10-25 The use of technological tools to foster language development has led to advances in language methodologies and changed the approach towards language instruction. The tendency towards developing more autonomous learners has emphasized the need for technological tools that could contribute to this shift in foreign language learning. Computer-assisted language learning and mobile-assisted language learning have greatly collaborated to foster language instruction out of the classroom environment, offering possibilities for distance learning and expanding in-class time. Recent Tools for Computer- and Mobile-Assisted Foreign Language Learning is a scholarly research book that explores current strategies for foreign language learning through the use of technology and introduces new technological tools and evaluates existing ones that foster language development. Highlighting a wide array of topics such as gamification, mobile technologies, and virtual reality, this book is essential for language educators, educational software developers, IT consultants, K-20 institutions, principals, professionals, academicians, researchers, curriculum designers, and students.
  augmented reality language learning: Virtual and Augmented Reality in Education, Art, and Museums Guazzaroni, Giuliana, Pillai, Anitha S., 2019-11-22 Due to the growing prevalence of artificial intelligence technologies, schools, museums, and art galleries will need to change traditional ways of working and conventional thought processes to fully embrace their potential. Integrating virtual and augmented reality technologies and wearable devices into these fields can promote higher engagement in an increasingly digital world. Virtual and Augmented Reality in Education, Art, and Museums is an essential research book that explores the strategic role and use of virtual and augmented reality in shaping visitor experiences at art galleries and museums and their ability to enhance education. Highlighting a range of topics such as online learning, digital heritage, and gaming, this book is ideal for museum directors, tour developers, educational software designers, 3D artists, designers, curators, preservationists, conservationists, education coordinators, academicians, researchers, and students.
  augmented reality language learning: Language Learning and Literacy Information Resources Management Association, 2019-08-02 Teaching language learners has long presented challenges for teachers who are tasked with leading these students to a level of language comprehension comparable to that of native speakers. As the need for language learning increases, it is essential that educators devise more innovative and efficient learning strategies. Language Learning and Literacy: Breakthroughs in Research and Practice examines the trends, challenges, issues, and strategies of foreign language literacy and learning. The book also examines the relationship between language education and technology and the potential for curriculum enhancements through the use of mobile technologies, flipped instruction, and language-learning software. This two-volume publication is an ideal reference source for instructional designers, education administrators, educators, academicians, researchers, scholars, and graduate-level students interested in seeking current research on effective teaching strategies for teachers of language learners.
  augmented reality language learning: Emerging Concepts in Technology-Enhanced Language Teaching and Learning Zou, Bin, Thomas, Michael, Barr, David, Jia, Wen, 2022-01-21 For years, language teachers have increasingly been using technologies of all kinds, from computers to smartphones, to help their students learn. Current trends in TELTL (technology-enhanced language teaching and learning), such as artificial intelligence, virtual reality, augmented reality, gamification, and social networking, appear to represent major shifts in the digital language learning landscape. However, various applications of technology to mediate language learning may be informed by reflecting not only on the present but perhaps more importantly on relevant insights from past research and practice. Emerging Concepts in Technology-Enhanced Language Teaching and Learning explores the recent development of the new technologies for language teaching and learning to gain insights into and synergy of the theories, pedagogies, technological design, and evaluation of TELTL environments for comprehending the trends and strategies of the new digital era as well as investigate the possibility of future TELTL research direction. The book includes trends shaped by contemporary issues such as the COVID-19 pandemic. Covering topics such as digital education tools, L2 learnings, and sentiment analysis, this book serves as an essential resource for researchers, language teachers, educational software developers, administrators, IT consultants, technologists, professors, pre-service teachers, academicians, and students.
  augmented reality language learning: Multimedia and Sensory Input for Augmented, Mixed, and Virtual Reality Tyagi, Amit Kumar, 2021-01-08 Augmented and virtual reality (AR and VR) offer exciting opportunities for human computer interaction (HCI), the enhancement of places, and new business cases. Though VR is most popular for video games, especially among younger generations, AR and VR can also be used in applications that include military, medical, navigational, tourism, marketing, and maintenance uses. Research in these technologies along with 3D user interfaces has gained momentum in recent years and has solidified it as a staple technology for the foreseeable future. Multimedia and Sensory Input for Augmented, Mixed, and Virtual Reality includes a collection of business case studies covering a variety of topics related to AR, VR, and mixed reality (MR) including their use in possible applications. This book also touches on the diverse uses of AR and VR in many industries and discusses their importance, challenges, and opportunities. While discussing the use these technologies in sectors such as education, healthcare, and computer science, this book is ideal for computer scientists, engineers, practitioners, stakeholders, researchers, academicians, and students who are interested in the latest research on augmented, mixed, and virtual reality.
  augmented reality language learning: Digital Pedagogies and the Transformation of Language Education Montebello, Matthew, 2021-05-14 Education has undergone numerous radical changes as the digital era has transformed the way we as humans communicate, inform ourselves, purchase goods, and perform other mundane chores at home and at work. Social media is one of those phenomena that has affected not only society at large but has heavily influenced educational processes around the world. The demand for and availability of networked educational services have also increased, enabling online education to gain popularity and become an internationally accessible option. Furthermore, universities and other private higher educational institutions embrace digital technology and have adopted the new learning medium as they realize the prospects of having the world’s population as a potential source of revenue. A related phenomenon has been the proliferation of massive open online courses (MOOCs). These have changed the ways in which learners interact with educational institutions, professors, and with each other. At the same time, the upsurge in digital education has raised issues with language as online learners from all over the world and from a plethora of cultures and foreign languages have found themselves challenged to take full advantage and optimally benefit from the same educational media and resources that English-speaking counterparts have tapped into. Digital Pedagogies and the Transformation of Language Education will answer questions of how to optimize language learning in such a defining new era and what the educational, sociological, and technological dimensions of radical change are. The book will explore the different challenges and the multitude of opportunities that new and transformative pedagogies have enabled. Beyond teaching/learning practices being presented, this book also focuses on how learners will adjust to the technology and the readiness of practitioners to psychologically adjust to the changing and demanding media technology has unleashed. The chapters provide international experiences and perspectives on the impact of e-educational technologies on student experience, success, learning, and comprehension in the realm of language learning specifically. This book is essential for educational technologists, online instructional designers, education policymakers and administrators, curriculum developers, practitioners, stakeholders, researchers, academicians, and students who are interested in digital language pedagogies.
  augmented reality language learning: Task-based Language Learning in a Real-World Digital Environment Paul Seedhouse, 2018-08-23 How can you use the latest digital technology to create an environment in which people can learn European languages while performing a meaningful real-world task and experiencing the cultural aspect of learning to cook European dishes? This book explains how to do this from A to Z, covering how a real-world digital environment for language learning was designed, built and researched. The project makes language learning motivational and fun by tapping into people's interest in both cooking and technology – you can learn a language while cooking and interacting with a speaking digital kitchen. The kitchens provide spoken instructions in the foreign language on how to prepare European cuisine. Digital sensors are inserted in or attached to all the kitchen equipment and ingredients, so the digital kitchen detects what learners are doing and gives them feedback. Learners are also able to communicate with the kitchens and can ask for help via photos and videos if they don't understand any foreign language words. Based on two research grants, the book provides five research studies showing the learning experiences of users in five European countries. The book explains the principles and procedures involved in the project, enabling others to design and implement a real-world digital learning environment in the same way. It includes numerous photographs of the system in use and evidence of how and what 250 users actually learnt.
  augmented reality language learning: The Lady from Tel Aviv Raba'i al-Madhoun, 2013-07-01 In the economy class of a plane, the lives of two passengers intersect: Walid, a Palestinian writer, is returning to Gaza for the first time in thirty-eight years; Dana, an Israeli actress, is on her way back to Tel Aviv. As the night sky hurtles past, what each confides and conceals will expose the chasm between them in the land they both call home. Walid soon discovers that Gaza has changed beyond all recognition. Yet through the haze of checkpoints and lives lived across borders, he finds a message from Dana that will change the course of his life. The Lady from Tel Aviv is a powerful and poetic story of love, loss and the desire to belong. The Lady from Tel Aviv will take you to the height of reading pleasure' Elias Khoury Al-Madhoun brings Gaza to life vividly through his characters and his ability to acknowledge the absurd within the tragic.' Selma Dabbagh
  augmented reality language learning: Visual Informatics: Sustaining Research and Innovations Halimah Badioze Zaman, Peter Robinson, Maria Petrou, Patrick Olivier, Timothy K. Shih, Sergio Velastin, Ingela Nyström, 2011-10-28 The two-volume set LNCS 7066 and LNCS 7067 constitutes the proceedings of the Second International Visual Informatics Conference, IVIC 2011, held in Selangor, Malaysia, during November 9-11, 2011. The 71 revised papers presented were carefully reviewed and selected for inclusion in these proceedings. They are organized in topical sections named computer vision and simulation; virtual image processing and engineering; visual computing; and visualisation and social computing. In addition the first volume contains two keynote speeches in full paper length, and one keynote abstract.
  augmented reality language learning: Games, Learning, and Society Constance Steinkuehler, Kurt Squire, Sasha Barab, 2012-06-11 This volume is the first reader on video games and learning of its kind. Covering game design, game culture and games as twenty-first-century pedagogy, it demonstrates the depth and breadth of scholarship on games and learning to date. The chapters represent some of the most influential thinkers, designers and writers in the emerging field of games and learning - including James Paul Gee, Soren Johnson, Eric Klopfer, Colleen Macklin, Thomas Malaby, Bonnie Nardi, David Sirlin and others. Together, their work functions both as an excellent introduction to the field of games and learning and as a powerful argument for the use of games in formal and informal learning environments in a digital age.
  augmented reality language learning: CALL Theory Applications for Online TESOL Education Kenneth B. Kelch, 2020-10 This book provides ESL/EFL teachers, TESOL teacher trainers, and in-service and preservice educators, with a collection of works illustrating current best practices in online CALL applications in TESOL, including works on emerging applications such as technology-enhanced learning in a variety of configurations, from fully online contexts to face-to-face blended learning contexts with some degree of a virtual component--
  augmented reality language learning: Learning and Collaboration Technologies Panayiotis Zaphiris, Andri Ioannou, 2015-07-18 The LNCS volume 9192 constitutes the refereed proceedings of the Second International Conference on Learning and Collaboration Technologies, LCT 2015, held as part of the 17th International Conference on Human-Computer Interaction, HCII 2015, in Los Angeles, CA, USA in August 2015, jointly with 15 other thematically similar conferences. The total of 1462 papers and 246 posters presented at the HCII 2015 conferences were carefully reviewed and selected from 4843 submissions. These papers address addressing the following major topics: technology-enhanced learning, adaptive and personalised learning and assessment, virtual worlds and virtual agents for learning, collaboration and Learning Serious Games and ICT in education.
  augmented reality language learning: Augmented Reality in Educational Settings , 2019-11-11 New digital technologies offer many exciting opportunities to educators who are looking to develop better teaching practices. When technologies are new, however, the potential for beneficial and effective implementations and applications is not yet fully recognized. This book is intended to provide teachers and researchers with a wide range of ideas from researchers working to integrate the new technology of Augmented Reality into educational settings and processes. It is hoped that the research and theory presented here can support both teachers and researchers in future work with this exciting new technology. Contributors are: Miriam Adamková, Gilles Aldon, Panayiota Anastasi, Ferdinando Arzarello, Martina Babinská, Robert Bohdal, Francisco Botana, Constadina Charalambous, Eva Csandova, Omer Deperlioglu, Monika Dillingerová, Christos Dimopoulos, Jiri Dostal, Jihad El-Sana, Michael N. Fried, Maria Fuchsová, Marianthi Grizioti, Tomas Hlava, Markus Hohenwarter, Kateřina Jančaříková, Konstantinos Katzis, Lilla Korenova, Utku Köse, Zoltán Kovács,Blanka Kožík Lehotayová, Maria Kožuchová, Chronis Kynigos, Ilona-Elefteryja Lasica, Zsolt Lavicza, Álvaro Martínez, Efstathios Mavrotheris, Katerina Mavrou, Maria Meletiou-Mavrotheris, Georgios Papaioannou, Miroslava Pirháčová Lapšanská, Stavros Pitsikalis, Corinne Raffin, Tomás Recio, Cristina Sabena, Florian Schacht, Eva Severini, Martina Siposova, Zacharoula Smyrnaiou, Nayia Stylianidou, Osama Swidan, Christos Tiniakos, Melanie Tomaschko, Renata Tothova, Christina Vasou, and Ibolya Veress-Bágyi.
  augmented reality language learning: Mobile Multimedia Processing Xiaoyi Jiang, Matthew Y. Ma, Chang Wen Chen, 2010-04-14 The portable device and mobile phone market has witnessed rapid growth in the last few years with the emergence of several revolutionary products such as mobile TV, converging iPhone and digital cameras that combine music, phone and video functionalities into one device. The proliferation of this market has further bene?ted from the competition in software and applications for smart phones such as Google’s Android operating system and Apple’s iPhone App- Store, stimulating tens of thousands of mobile applications that are made ava- able by individual and enterprise developers. Whereas the mobile device has become ubiquitous in people’s daily life not only as a cellular phone but also as a media player, a mobile computing device, and a personal assistant, it is p- ticularly important to address challenges timely in applying advanced pattern recognition, signal, information and multimedia processing techniques, and new emerging networking technologies to such mobile systems. The primary objective of this book is to foster interdisciplinary discussions and research in mobile multimedia processing techniques, applications and s- tems, as well as to provide stimulus to researchers on pushing the frontier of emerging new technologies and applications. One attempt on such discussions was the organization of the First Int- national Workshop of Mobile Multimedia Processing (WMMP 2008), held in Tampa, Florida, USA, on December 7, 2008. About 30 papers were submitted from10countriesacrosstheUSA,Asia andEurope.
  augmented reality language learning: Calling on CALL Nike Arnold, 2006 CALICO Book Series, Volume 5 containing an overview of the field of computer-assisted language learning and teaching.
  augmented reality language learning: Augmented Reality Dieter Schmalstieg, Tobias Hollerer, 2016-06-01 Today’s Comprehensive and Authoritative Guide to Augmented Reality By overlaying computer-generated information on the real world, augmented reality (AR) amplifies human perception and cognition in remarkable ways. Working in this fast-growing field requires knowledge of multiple disciplines, including computer vision, computer graphics, and human-computer interaction. Augmented Reality: Principles and Practice integrates all this knowledge into a single-source reference, presenting today’s most significant work with scrupulous accuracy. Pioneering researchers Dieter Schmalstieg and Tobias Höllerer carefully balance principles and practice, illuminating AR from technical, methodological, and user perspectives. Coverage includes Displays: head-mounted, handheld, projective, auditory, and haptic Tracking/sensing, including physical principles, sensor fusion, and real-time computer vision Calibration/registration, ensuring repeatable, accurate, coherent behavior Seamless blending of real and virtual objects Visualization to enhance intuitive understanding Interaction–from situated browsing to full 3D interaction Modeling new geometric content Authoring AR presentations and databases Architecting AR systems with real-time, multimedia, and distributed elements This guide is indispensable for anyone interested in AR, including developers, engineers, students, instructors, researchers, and serious hobbyists.
  augmented reality language learning: Innovative language pedagogy report Tita Beaven, Fernando Rosell-Aguilar, 2021-03-22 The Innovative Language Pedagogy Report presents new and emerging approaches to language teaching, learning, and assessment in school, further education, and higher education settings. Researchers and practitioners provide 22 research-informed, short articles on their chosen pedagogy, with examples and resources. The report is jargon-free, written in a readable format, and covers, among others, gamification, open badges, comparative judgement, translanguaging, translation, learning without a teacher, and dialogue facilitation. It also includes technologies such as chatbots, augmented reality, automatic speech recognition, digital corpora, and LMOOCs, as well as pedagogical innovations around virtual exchange, digital storytelling, technology-facilitated oral homework, and TeachMeets.
  augmented reality language learning: Augmented Learning Eric Klopfer, 2008 New technology has brought with it new tools for learning, and research has shown that the educational potential of video games resonates with teachers and pupils alike. Klopfer here describes the largely untapped potential of mobile learning games to make a substantial impact on education.
  augmented reality language learning: Prototyping Augmented Reality Tony Mullen, 2011-09-20 Learn to create augmented reality apps using Processing open-source programming language Augmented reality (AR) is used all over, and you may not even realize it. Smartphones overlay data onto live camera views to show homes for sale, restaurants, or historical sites. American football broadcasts use AR to show the invisible first-down line on the field to TV viewers. Nike and Budweiser, among others, have used AR in ads. Now, you can learn to create AR prototypes using 3D data, Processing open-source programming language, and other languages. This unique book is an easy-to-follow guide on how to do it. Guides you through the emerging technology of Augmented Reality (AR) Shows you how to use 3D data with the Processing programming environment and other languages to create AR prototypes for the web, smartphones, Macs, and PCs Helps 3D artists and designers who want to move into the AR market but don't have programming skills Covers the essentials of 3D programming, creating objects for an AR library, building and exporting 3D models, and much more Explains how to interactively link 3D to physical, virtual, and streaming environments Author Tony Mullen is both an artist and a programmer and perfectly suited to explain how to bridge these two worlds, as he so deftly does in Prototyping with Augmented Reality.
  augmented reality language learning: Virtual Reality, Augmented Reality and Artificial Intelligence in Special Education Ange Anderson, 2019-03-20 New technologies and ongoing developments in the fields of Virtual reality, augmented reality and artificial intelligence are changing the ways in which we facilitate learning. Recognising the positive role these technologies can play in the learning and progress of students assessed as having special educational needs, this practical guide explains the characteristics, benefits, risks and potential applications of new technologies in the classroom. An innovative and timely resource, Virtual Reality, Augmented Reality and Artificial Intelligence in Special Education offers a background in the evidence-based theory and practice of using new technologies in an educational context. Accessible and free of complex jargon, chapters provide information on the development, intended uses and most current terminology used in relation to technologies, and explains how modern equipment, approaches and possibilities can be used to promote improved communication skills, independent learning and heightened self-esteem amongst students diagnosed with SEND. Offering a wealth of practical tips, downloadable resources and ideas for engaging with technology in the classroom, the text will support teachers to ensure that students can benefit from exciting technological advances and learn to use them appropriately. Demystifying a complex and varied field, this practical resource will inspire and inform teachers, SENCOs and practitioners working with children and students with SEND as they harness the use of technology in the classroom.
  augmented reality language learning: Multimedia Learning Richard E. Mayer, 2009-01-19 An evidence based, rigorous text reviewing 12 principles of experimental studies grounded in cognitive theory of multi-media learning.
  augmented reality language learning: Language Learning with Technology Lindsay Miller, Junjie Gavin Wu, 2021-08-31 This book is about language learning with technology, offering readers theoretical insights as well as practical case studies with a focus on Asia and Asian students. Although technology is rapidly advancing and most, if not all, students are already using technology in their everyday lives, traditional teaching/learning practices still exist throughout Asia. This book provides examples, written by representative educators, from a variety of countries/regions and contexts where technology has successfully been used to enhance language learning. In addition to some everyday examples of using technology: Wikipedia, PowerPoint, Google Docs and YouTube, the book also offers the readers an insight into the future possible uses of advanced technology: Augmented Reality, Virtual Reality, Artificial Intelligence and Eye Tracking. The book presents illustrations of how teachers can, and perhaps should, be open to integrating some form of technology into in-class learning or using it to supplement out-of-class activities.
  augmented reality language learning: Virtual and Augmented Reality (VR/AR) Ralf Doerner, Wolfgang Broll, Paul Grimm, Bernhard Jung, 2022-01-12 This comprehensive textbook offers a scientifically sound and at the same time practical introduction to Virtual and Augmented Reality (VR/AR). Readers will gain the theoretical foundation needed to design, implement or enhance VR/AR systems, evaluate and improve user interfaces and applications using VR/AR methods, assess and enrich user experiences, and develop a deeper understanding of how to apply VR/AR techniques. Whether utilizing the book for a principal course of study or reference reading, students of computer science, education, media, natural sciences, engineering and other subject areas can benefit from its in-depth content and vivid explanation. The modular structure allows selective sequencing of topics to the requirements of each teaching unit and provides an easy-to-use format from which to choose specific themes for individual self-study. Instructors are provided with extensive materials for creating courses as well as a foundational text upon which to build their advanced topics. The book enables users from both research and industry to deal with the subject in detail so they can properly assess the extent and benefits of VR/AR deployment and determine required resources. Technology enthusiasts and professionals can learn about the current status quo in the field of VR/AR and interested newcomers can gain insight into this fascinating world. Grounded on a solid scientific foundation, this textbook, addresses topics such as perceptual aspects of VR/AR, input and output devices including tracking, interactions in virtual worlds, real-time aspects of VR/AR systems and the authoring of VR/AR applications in addition to providing a broad collection of case studies.
  augmented reality language learning: Learning Transported Jaime Donally, 2022-08-30 Get the practical insights and classroom examples you need to incorporate immersive technology into curriculum and create engaging, effective learning experiences for students. Teachers nationwide are adopting immersive technology – devices and software that provide augmented, virtual and mixed reality experiences – to enable students to go on virtual field trips, manipulate 3D objects and augment the world around them. Immersive technology resources can be far less costly than many believe, but there are issues school districts should resolve before making purchases and implementing this technology. Learning Transported helps educators plan and establish goals so that their investment in immersive technology benefits the greatest number of students. The book includes: • Definitions and examples of augmented, virtual and mixed reality. • Comparison of devices and platforms, and tips for selecting the best one. • Lesson plans mapped to standards and content areas. • Ideas for using immersive technology tools in the classroom. Immersive technology has great potential to transform learning and create engaging experiences for students. This book helps educators consider the most important factors in bringing this approach into the classroom: that the instruction addresses student outcomes and standards, and that the mechanism for delivering this learning is safe, affordable and suitable for the situation. The companion jump start guide based on this book is Immerse Yourself: Create Engaging AR/VR Experiences for All Learners.
  augmented reality language learning: State of the Art Virtual Reality and Augmented Reality Knowhow Nawaz Mohamudally, 2018-05-23 State-of-the-Art Virtual Reality and Augmented Reality Knowhow is a compilation of recent advancements in digital technologies embracing a wide arena of disciplines. Amazingly, this book presents less business cases of these emerging technologies, but rather showcases the scientific use of VR/AR in healthcare, building industry and education. VR and AR are known to be resource intensive, namely, in terms of hardware and wearables - this is covered in a chapter on head-mounted display (HMD). The research work presented in this book is of excellent standard presented in a very pragmatic way; readers will appreciate the depth and breadth of the methodologies and discussions about the findings. We hope it serves as a springboard for future research and development in VR/AR and stands as a lighthouse for the scientific community.
  augmented reality language learning: Augmented Reality for Developers Jonathan Linowes, Krystian Babilinski, 2017-10-09 Build exciting AR applications on mobile and wearable devices with Unity 3D, Vuforia, ARToolKit, Microsoft Mixed Reality HoloLens, Apple ARKit, and Google ARCore About This Book Create unique AR applications from scratch, from beginning to end, with step-by-step tutorials Use Unity 3D to efficiently create AR apps for Android, iOS, and Windows platforms Use Vuforia, ARTookKit, Windows Mixed Reality, and Apple ARKit to build AR projects for a variety of markets Learn best practices in AR user experience, software design patterns, and 3D graphics Who This Book Is For The ideal target audience for this book is developers who have some experience in mobile development, either Android or iOS. Some broad web development experience would also be beneficial. What You Will Learn Build Augmented Reality applications through a step-by-step, tutorial-style project approach Use the Unity 3D game engine with the Vuforia AR platform, open source ARToolKit, Microsoft's Mixed Reality Toolkit, Apple ARKit, and Google ARCore, via the C# programming language Implement practical demo applications of AR including education, games, business marketing, and industrial training Employ a variety of AR recognition modes, including target images, markers, objects, and spatial mapping Target a variety of AR devices including phones, tablets, and wearable smartglasses, for Android, iOS, and Windows HoloLens Develop expertise with Unity 3D graphics, UIs, physics, and event systems Explore and utilize AR best practices and software design patterns In Detail Augmented Reality brings with it a set of challenges that are unseen and unheard of for traditional web and mobile developers. This book is your gateway to Augmented Reality development—not a theoretical showpiece for your bookshelf, but a handbook you will keep by your desk while coding and architecting your first AR app and for years to come. The book opens with an introduction to Augmented Reality, including markets, technologies, and development tools. You will begin by setting up your development machine for Android, iOS, and Windows development, learning the basics of using Unity and the Vuforia AR platform as well as the open source ARToolKit and Microsoft Mixed Reality Toolkit. You will also receive an introduction to Apple's ARKit and Google's ARCore! You will then focus on building AR applications, exploring a variety of recognition targeting methods. You will go through multiple complete projects illustrating key market sectors including business marketing, education, industrial training, and gaming. By the end of the book, you will have gained the necessary knowledge to make quality content appropriate for a range of AR devices, platforms, and intended uses. Style and approach This book adopts a practical, step-by-step, tutorial-style approach. The design principles and methodology will be explained by creating different modules of the AR app.
  augmented reality language learning: Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications Maiga Chang, Wu-Yuin Hwang, Ming-Puu Chen, Wolfgang Mueller, 2011-08-19 This book constitutes the refereed proceedings of the 6th International Conference on E-learning and Games, Edutainment 2011, held in Taipeh, Taiwan, in September 2011. The 42 full papers were carefully reviewed and selected from 130 submissions. The papers are organized in topical sections on: augemented and mixed reality in education; effectiveness of virtual reality for education; ubiquituous games and ubiquitous technology & learning; future classroom; e-reader and multi-touch; learning performance and achievement; learning by playing; game design and development; game-based learning/training; interactions in games; digital museum and technology, and behavior in games; educational robots and toys; e-learning platforms and tools; game engine/rendering/animations; game-assisted language learning; learning with robots and robotics education; e-portfolio and ICT-enhanced learning; game-based testing and assessment; trend, development and learning process of educational mini games; VR and edutainment.
  augmented reality language learning: Design-based Research Sasha A. Barab, Kurt Squire, 2016-02-04 Over a decade ago the concept of design experiments was introduced because of the belief that many of questions could not be adequately addressed by laboratory-based experiments. Since then, design-based research as a term has grown in popularity and significance. The core manuscripts of this special issue respond to the questions: What constitutes design-based research? Why is it important? What are the methods to carry it out? At the end of this issue, two strong commentaries situate this work and challenge the community with new questions and issues that must be answered if design-based research is going to help advance work in ways that others judge as worthwhile and significant.
  augmented reality language learning: Handbook of Mobile Teaching and Learning Yu (Aimee) Zhang, 2015-10-14 Mobile technologies have been used in higher education for many years. They provide good solutions for teaching and learning and make learning available anywhere and anytime. This book includes six sections: design, development, adoption, collaboration, evaluation and future of mobile teaching and learning technology in higher education. It includes different projects and practices in higher education across different countries. The book provides in-depth background information and cases studies in high technology teaching and learning and future expectations for new technology in higher education. The variety of projects and programs running in different country helps boost innovation and discussion in future projects and practices. It also provide guidelines for future design and development of mobile applications for higher education.
  augmented reality language learning: Augmented Reality Joseph Rampolla, Greg Kipper, 2012-12-31 With the explosive growth in mobile phone usage and rapid rise in search engine technologies over the last decade, augmented reality (AR) is poised to be one of this decade's most disruptive technologies, as the information that is constantly flowing around us is brought into view, in real-time, through augmented reality. In this cutting-edge book, the authors outline and discuss never-before-published information about augmented reality and its capabilities. With coverage of mobile, desktop, developers, security, challenges, and gaming, this book gives you a comprehensive understanding of what augmented reality is, what it can do, what is in store for the future and most importantly: how to benefit from using AR in our lives and careers. - Educates readers how best to use augmented reality regardless of industry - Provides an in-depth understanding of AR and ideas ranging from new business applications to new crime fighting methods - Includes actual examples and case studies from both private and government application
  augmented reality language learning: Autonomous Language Learning with Technology Chun Lai, 2017-06-29 This book looks beyond the classroom, and focuses on out-of-class autonomous use of technology for language learning, discussing the theoretical frameworks, key findings and critical issues. The proliferation of digital language learning resources and tools is forcing language education into an era of unprecedented change. The book will stimulate discussions on how to support language learners to construct quality autonomous technology-mediated out-of-class learning experience outside the classroom and raise greater awareness of and research interest in this field. Out-of-class learning constitutes an important context for human development, and active engagement in out-of-class activities is associated with successful language development. With convenient access to expanded resources, venues and learning spaces, today's learners are not as dependent on in-class learning as they used to be. Thus, a deeper understanding of the terrain of out-of-class learning is of increasing significance in the current educational era. Technology is part and parcel of out-of-class language learning, and has been a primary source that learners actively use to construct language learning experience beyond the classroom. Language learners of all ages around the world have been found to actively utilize technological resources to support their language learning beyond formal language learning contexts. Insights into learners' out-of-class autonomous use of technology for language learning are essential to our understanding of out-of-class learning and inform educators on how language learners could be better supported to maximize the educational potentials of technology to construct quality out-of-class learning experience.
  augmented reality language learning: Advances in Visual Informatics Halimah Badioze Zaman, Peter Robinson, Patrick Olivier, Timothy K. Shih, Sergio Velastin, 2013-10-12 This book constitutes the refereed proceedings of the Third International Conference on Advances in Visual Informatics, IVIC 2013, held in Selangor, Malaysia, in November 2013. The four keynotes and 69 papers presented were carefully reviewed and selected from various submissions. The papers focus on four tracks: computer visions and engineering; computer graphics and simulation; virtual and augmented reality; and visualization and social computing.
  augmented reality language learning: SLA Research and Materials Development for Language Learning Brian Tomlinson, 2016-05-20 SLA Research and Materials Development for Language Learning is the only book available to focus on the interaction between second language acquisition theory and materials development for language learning. It consists of contributions written by experts in SLA, experts in materials development, researchers who have expertise in both fields, and introductions and conclusions by the editor. The book is organized into four major sections – position statements; materials driven by SLA theory; evaluations of materials in relation to SLA theory; and proposals for action – that offer a diverse range of perspectives while maintaining a cohesive and comprehensive overview on the subject. This book is ideal for post-graduate courses in applied linguistics and second language acquisition and for researchers interested in the relationship between SLA and materials development.
  augmented reality language learning: Virtual & Augmented Reality For Dummies Paul Mealy, 2018-06-08 An easy-to-understand primer on Virtual Reality and Augmented Reality Virtual Reality (VR) and Augmented Reality (AR) are driving the next technological revolution. If you want to get in on the action, this book helps you understand what these technologies are, their history, how they’re being used, and how they’ll affect consumers both personally and professionally in the very near future. With VR and AR poised to become mainstream within the next few years, an accessible book to bring users up to speed on the subject is sorely needed—and that’s where this handy reference comes in! Rather than focusing on a specific piece of hardware (HTC Vive, Oculus Rift, iOS ARKit) or software (Unity, Unreal Engine), Virtual & Augmented Reality For Dummies offers a broad look at both VR and AR, giving you a bird’s eye view of what you can expect as they continue to take the world by storm. * Keeps you up-to-date on the pulse of this fast-changing technology * Explores the many ways AR/VR are being used in fields such as healthcare, education, and entertainment * Includes interviews with designers, developers, and technologists currently working in the fields of VR and AR Perfect for both potential content creators and content consumers, this book will change the way you approach and contribute to these emerging technologies.
word usage - Is "augmented with" or "augmented by" preferable ...
May 22, 2020 · The usage "A is augmented by B" indicates that B is the implied subject in the passive-voice construction "A is augmented". That is, B is doing the augmentation: "B …

expressions - What is the best way to describe someone who is …
Dec 1, 2013 · If a person is very social in a party, striking up conversations with different people from one end of the hall to the other end, are there some good expressions to describe this …

Is it ever more appropriate to use "cognizant" over "aware"?
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What does "pneumatic" mean when applied to a person?
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Augmented reality in CLIL settings: Enhancing language and …
Keywords: augmented reality, CLIL, vocabulary acquisition, secondary education, educational technology INTRODUCTION Augmented Reality in Education ... struggle with the additional …

Design and Implementation of Augmented Reality for …
of Augmented Reality for English Language Education Danyang Zhang, Minjuan Wang, and Junjie Gavin Wu Abstract Computer- and mobile-assisted language learning (CALL and …

Semantic Labeling and Object Registration for Augmented …
Augmented Reality. We discuss its implementation, our motivations in designing it, and how it can be applied to AR language learning applications. Index Terms: Human-centered computing — …

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DEFENSE LANGUAGE INSTITU TE FOREIGN LANGUAGE CENTER References • Abierta, Benson, P. (2016). Pedagogy needs technology. • Godwin‐Jones, R. (2016). Augmented …

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Using augmented reality with speech input for non-native children's language learning. International Journal of Human-Computer Studies.134 (2020).44-64 Ruo Wei Chen1 and Kan …

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One such technology, Augmented Reality (AR), may initiate concepts used in language learning through digital storytelling. This paper describes an exploratory research project based on …

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augmented reality (AR) pop-up book in English language learning. The framework of motivational augmented reality (AR) pop-up book in English language learning is given in Appendix 2. …

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The European Conference on Language Learning 2024 Official Conference Proceedings Abstract The ever-evolving world of technology has penetrated many aspects of our lives including ...

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In recent years, several studies have provided evidence for the positive impact of augmented reality in language acquisition. In particular, augmented reality as a multimedia learning …

Augmented Reality Language Learning [PDF]
Augmented Reality Language Learning: Contextual Language Learning Yu-Ju Lan,Scott Grant,2021-08-31 This book presents research and developments in the virtual augmented …

Meltem Huri BATURAY Center for Teaching and Learning, …
Augmented Reality (AR) in Language Learning: A Principled Review… N. Punar Özçelik, G.Yangin Ekşi, M.H.Baturay Participatory Educational Research (PER)-132-Introduction In the …

Augmented Reality Mobile Application for Children with …
augmented reality can provide meaningful and enjoyable experiences to children with autism. The use of augmented reality have also been said to be able to help children with autism to feel …

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language-learning algorithms and AI language-learning tools work better (Lu, 2018). ICALL includes using interactive and immersive learning environments, like virtual and augmented …

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The studies reviewed identified three major AR game-based strategies used in language learning: augmented word spelling games, card-based word visualization activities, and word …

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language learning activities, and pursue qualitative investigations. Keywords—Augmented Reality, language learning, technology in education, systematic literature review 1 Introduction The …

Exploring the Potential of Augmented Reality in English …
Reality in English Language Learning: Designing an Interactive Pronunciation Training App Farzin Matin(B) and Eleni Mangina School of Computer Science, University College Dublin, Dublin, …

Immersive Learning Technologies in English Language …
Keywords : Immersive learning technologies, Virtual reality, Augmented reality, English language teaching, Systematic review * This paper is a revision of some of the thesis of the first author …

Augmented Reality (AR) in Language Learning: A Principled …
Augmented Reality (AR) in Language Learning: A Principled Review… N. Punar Özçelik, G.Yangin Ekşi, M.H.Baturay Participatory Educational Research (PER)-132-Introduction In the …

Extended reality (XR) in language learning: Developments …
Through Augmented Reality (AR)-enabled Videoconferencing in L2 Pronunciation Teaching, Wen, Li, Xu, and Hu describe the development of a multimodal corrective feedback model for …

ARbis Pictus: A Study of Language Learning with …
Virtual and Augmented Reality in Education The use of Augmented Reality for second language learning is in its infancy [24][9], and there are only a small number of studies that link AR and …

The Design of Immersive English Learning Environment Using …
The study uses augmented reality (AR) technology to integrate virtual objects into the real learning environment for language learning. The English AR classroom is constructed …

Uses of Augmented Reality in Preschool Education
language teaching, spatial skills, artistic skills and musical skills. The results provide suggestions for increasing ... (Chen et al., 2017b). When augmented reality is used as a learning tool, it …

Augmented Reality Language Learning - archive.ncarb.org
Augmented Reality Language Learning: Contextual Language Learning Yu-Ju Lan,Scott Grant,2021-08-31 This book presents research and developments in the virtual augmented …

Designing augmented reality sibi sign language as a …
Jan 28, 2022 · 1.1. Augmented Reality Augmented Reality is technology that combines virtual objects either 2D or 3D into a real environment that is interactive in real-time [3]. AR or …

Augmented reality's role in EFL learning: enhancing …
Augmented reality's role in EFL learning: enhancing language skills in clothing and style through ipped and blended methods Farzaneh Khodabandeh 1 · Ayla Bagheri 2 · Majid Iranpour …

A Systematic Review on the Utilization of Augmented Reality …
2022) articles search using the topic of Augmented Reality in language learning in several databases such as ERIC and Google Scholar. The keywords in question are Augmented …

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game-based activities on EFL learners’ language learning, indicated that AR gamification improved the learners’ language learning performance. Sydorenko et al. (2019) also …

A STRUCTURED REVIEW OF MOBILE AUGMENTED REALITY …
Dec 19, 2023 · A STRUCTURED REVIEW OF MOBILE AUGMENTED REALITY FOR LANGUAGE INSTRUCTION AND LEARNING Asmah Mat Sa’ud1, Mohd. Feham Md. …

Impact of Augmented Reality on Vocabulary Acquisition and …
Augmented Reality. Augmented reality allows for new learning and anchor points that would not be possible . otherwise while bringing a sense of gamification to the learning setting further …

The effect of applying augmented reality to Chinese …
The eect of applying augmented reality to Chinese character learning on novice CFL learners Yi‑chen Chen1 Received: 29 March 2023 / Accepted: 5 February 2024 / Published online: 23 …

DESIGN AND IMPLEMENTATION OF AN ENGLISH LESSON …
Cai in the "augmented reality (Ar) in the teaching of the application of case review" in which a summary of the existing courses based on augmented reality technology design, this paper …

Semantic Labeling and Object Registration for Augmented …
We propose an Augmented Reality vocabulary learning interface in which objects in a user’s environment are automatically recognized and labeled in a foreign language. Using AR for …

Augmented Reality Language Learning [PDF]
Augmented Reality Language Learning: Contextual Language Learning Yu-Ju Lan,Scott Grant,2021-08-31 This book presents research and developments in the virtual augmented …

The Effect of an Augmented Reality-Based Discovery …
The Effect of an Augmented Reality-Based Discovery Learning Model on Students' Language Proficiency DOI: 10.31004/obsesi.v8i6.6612 Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini, …

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Augmented Reality (AR) technologies have been featured for their enormous potentials in learning and are recognized as one of the key emergent technologies for education (Chen et al., 2017; …

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Augmented Reality Language Learning: Contextual Language Learning Yu-Ju Lan,Scott Grant,2021-08-31 This book presents research and developments in the virtual augmented …

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Augmented Reality Language Learning: Contextual Language Learning Yu-Ju Lan,Scott Grant,2021-08-31 This book presents research and developments in the virtual augmented …

Gamifying French Language Learning: A Case Study
quest-based, augmented reality mobile learning-tool Bernadette Perry* Department of French, University of Victoria, PO Box 1700 STN CSC, Victoria BC V8W 2Y2 CANADA ... gamifying …

Augmented and Mixed Reality in Language Learning
these technologies in language learning. Keywords: extended reality, augmented reality, mixed reality, immersive technologies, language learning, motivation Introduction The term …

AUGMENTED REALITY IN VOCABULARY LEARNING: AN …
The effect of using augmented reality with storytelling on young learners' vocabulary learning and retention. Novitas-ROYAL (Research on Youth and Language), 17(1), 62-72. Zainuddin, N., …

Using an Augmented-Reality Game-Based Application to …
ating accessible language learning and lling the existing gap. Literature Review Augmented‑Reality Game‑Based Learning in Education and Language Learning One of the …

XR and AI: AI-Enabled Virtual, Augmented, and Mixed …
• Human-centered computing → Mixed / augmented reality. KEYWORDS Augmented Reality; Mixed Reality; Virtual Reality; Generative AI; Large Language Models; Computer Vision; …

A Systematic Review of Augmented Reality in English …
despite some limitations and constraints found in the integration of AR in learning. Keywords: Augmented Reality, English, Language Learning, Systematic Review, Technology, Education . …

Statistical Analysis of the Effectiveness of An Augmented …
Augmented Reality Foreign Language Learning Early Education Mixed ANOVA Cronbach’s alpha Article Info Received 19.07.2023 Reviewed 30.08.2023 Published 30.09.2023 Doi Number …

Integrating augmented reality in EFL reading …
environment for language learning. Practical strategies for integrating AR in EFL contexts and pedagogical implications for reading comprehension are discussed. Keywords: Augmented …

Investigation of the effect of augmented reality application …
(2017), the effect of augmented reality application in preschool perio d on children's foreign language learning was examined. Augmented reality application in the experimental group; in …

Augmented Reality in Language Learning: Practical …
Augmented Reality in Language Learning 139 highly visual and versatile resources. This enhancement is facilitated through various AR technologies, including headsets, glasses or …

Augmented Reality Language Learning - researchbank.ac.nz
Implementing mobile language learning with an augmented reality activity Mobile learning offers great potential for language teachers to support practice beyond the classroom, to encourage …

Augmented Reality to Engage Preschool Children in Foreign …
Children in Foreign Language Learning Elif Topsakal1 and Oguzhan Topsakal2(&) 1 Uludag University, Bursa, Turkey 2 Florida Polytechnic University, Lakeland, FL 33805, USA ... There …