EnglishVR: Use Of Virtual Reality In Teaching English Language In Brazilian State Elementary Schools

Authors

  • Marina Zeni Oliveira Marques Calderan Universidade do Oeste Paulista
  • Cintia Camargo Furquim Universidade do Oeste Paulista
  • Robson Augusto Siscoutto Universidade do Oeste Paulista

Keywords:

game, gamification, english teaching, virtual reality

Abstract

The teaching of the English language is one of the fundamental pillars in the educational formation of students in today's world. The practice of the language contributes to the development of communication and expression skills, in addition to promoting interculturality and access to entertainment and study media. However, Brazilian schools predominantly employ the traditional teaching method, which relies on learning through grammatical rules and literal translations. This method is monotonous and repetitive, having as a consequence the demotivation of students with the discipline. Therefore, the application of technologies in education, such as virtual reality, increases students' interest in learning through interactive activities that encourage creativity and fun, improving the quality of education, absorption of content and their cognitive skills. This work presents a virtual reality tool that offers interactive three-dimensional virtual environments with the aim of assisting in the teaching and learning of English language for Brazilian elementary school students. The virtual environments were evaluated by the project researchers through a specific usability questionnaire for this type of environment, obtaining a final average of 4.53 out of 5.0, being considered suitable for future use in classrooms.

 

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References

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Published

2024-05-08

How to Cite

EnglishVR: Use Of Virtual Reality In Teaching English Language In Brazilian State Elementary Schools. (2024). Colloquium Exactarum. ISSN: 2178-8332, 16(1), 1-16, e244858. https://journal.unoeste.br/index.php/ce/article/view/4858

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