The advantages of using
additional teaching materials in foreign language
teaching
Guldana
Zhumazhanova
guldana.zhumazhanova82@gmail.com
English Teacher at school #1
by M.Gorky
Zhetisay,
Kazakhstan
1.
Introduction
The idea that it is important
to use the most advanced technology in everyday learning, does not
leave the minds not only of modern researchers, but also almost all
of us. According to experts in linguistics and psychology, the most
favorable conditions for learning new knowledge are in childhood
and adolescence. But lack of interest, dispersion, and the
inability to concentrate on difficult things does not allow us to
get an effective education at any age. And today's education system
competes with entertainment and needs perceptual mechanisms to
engage students in the process of absorbing new knowledge. After
all, effective learning is driven by interest, which must first be
created and then maintained. But in the 21st century it is hardly
possible to captivate students with drawings, watching old movies
or reading rapidly outdated literature. That is why VR-enabled
devices are becoming more and more popular in education
today.
2.
Data
In many countries the path to
new knowledge is still paved with books, pencils, and heavy
backpacks. However, since high school not every child is ready to
cope with the burden of knowledge, which is dumped on them by the
typical school education. Think back to your school years, because
the unsatisfactory grades of most of the class is just an evidence
of this. To solve this problem, some foreign public and private
schools have found a solution - the use of augmented and virtual
reality. Imagine: school teachers no longer need to be monotonous
or, on the contrary, overzealous to tell, for example, about the
Egyptian pyramids and the peculiarities of their construction. With
the help of virtual reality helmets, you can go on a hike through
tunnels with sarcophagi, hear the rustling of labyrinths, and
evaluate key historical events that unfolded thousands of years ago
on your own, right at your desk. In such learning scenarios, it is
possible to raise a whole generation of professions that remain
less in demand in society today but are still essential to
maintaining the multifaceted nature of modern science [1,
157p.].
Not only start-ups, but also
large companies offer their virtual reality solutions for
educational purposes. For example, the CLASSVR project is
particularly well known in Europe. Its creators offer not just a
complete set of virtual reality tools (device + software), but a
comprehensive solution that allows for mass training. With the help
of such a set, it is possible to teach not only in small groups,
but also in real classrooms with many students. Teachers can create
lesson plans, design programs, and create visual elements of the
course by themselves with a customized and intuitive interface.
Teachers do not need to have any programming skills whatsoever.
Illustrations can be borrowed from the database of developed
stories, including additional content downloads. Augmented reality
is also gradually taking its special place in learning [1, 155p.].
The peculiarity of VR is that it allows expanding the understanding
of the processes taking place in the environment. The updated
sensory data is formed not in a new, but quite familiar
environment. Placing any objects in a specific environment in which
they are initially absent allows to simulate the most unusual
practices to carry out educational tasks. The very emergence of
augmented reality is largely driven by educational tasks. It was
the drawing of augmented arrows and signs in various educational
materials that made it possible to point to certain objects, making
them more visible for perception.
One of the earliest in the
field of augmented reality was the Handheld Augmented Reality
project, which was authored by scientists from three major American
universities. The project was brought to life with a grant from the
U.S. Department of Education. As a part of the research, the
developers placed a significant amount of data in the free access,
dedicated to the creation of augmented reality algorithms for
teaching American schoolchildren. By moving around their quite real
school, depending on the locations, the student received
educational tasks to be solved not only with their own knowledge,
but also with the help of certain skills using the augmented
reality system.
Based on the above, we need to
identify the following advantages in the field of virtual world
research in the study of foreign languages [2,
78-79p.]:
-Three-dimensional models
engage students in cognitive activities;
-Students are immersed in
virtual reality and solve communicative tasks while their attention
is focused on the content of the
statement;
-Imagery and auditory
comprehension are essential to understanding speech, and are highly
effective in communicating;
- In the virtual world,
participants see each other in different images, and this helps to
avoid unnecessary excitement and get as much practice as possible
in communicating in the foreign language being
studied.
Virtual worlds technologies
are becoming one of the modern information technologies in foreign
language teaching today. The learning platforms Second Life,
Chinese Island, Mondly VR allow a noticeable reduction in the
difficulties and costs of modeling a new virtual learning
environment. Researchers see virtual worlds not as a means of
teaching a language, but also as a means of spreading the culture
of the target language, which leads to the development of national
language policy in general [3, 63p.].
3.
Discussion
To verify the data obtained
during the theoretical collection of material, an experiment was
conducted. The experiment was conducted in the city of Zhetisay, in
the school "Karaozek" with 10th grade students. The essence of the
experiment was that virtual reality technology was introduced into
the traditional educational system. The software used was Mondly
VR.
In the Figure 1. shown the
interface of the Mondly VR.
Figure 1. Mondly
VR.
The 10th graders were asked to
complete 3 tasks in the Mondly VR app, and all students (100%)
passed it successfully. After completing the tasks, a survey was
conducted among the students about the Mondly VR app, and the tasks
completed. The test result showed that in one hour the student was
able to learn 30-plus words. From this it was possible to conclude
about the high speed of vocabulary learning in the virtual world.
Also, survey was conducted among the students of the
10th
grade and the results are
shown in the Figure 2.
Figure 2.
Survey.
4.
Conclusion
As a result of the experiment,
we can see that 90% of students are motivated to learn a foreign
language further and 95% of students are satisfied with the use of
virtual reality technology. Virtual reality (VR) can be defined as
a technically created world that affects people through their
senses: seeing, hearing, smelling, and touching. The effect is so
strong that the language barrier is completely overcome because of
simulated virtual situations. An important area of application of
virtual reality is to prepare for situations that are encountered
in real life. The appeal of simulation is that it can provide
training with a space equivalent to real life, but at a lower cost.
The fact is that 3-D chat rooms create a virtual model of reality,
where characters communicate in text and audio format. Studies have
been done that have shown that the use of interactive simulations
provided higher cognitive outcomes and more positive attitudes
toward learning than traditional teaching
methods.
References
-
Fuchs,
Philippe: Virtual reality headsets:a theoretical and
pragmatic approach. - Taylor & Francis Group, 2017.
-150-158p.
-
Schutze,
Stephan: New realities in audio:a practical guide for
VR, AR, MR and 360 video. - CRS PRESS, 2018.
-78-79p.
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Liu,
Dejian,
Dede,
Chris ,Huang,
Ronghuai,
Richards,
John: Virtual, augmented, and mixed realities in
education. - Springer, 2017.
-60-66p.