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DOI 10.1007/s40299-016-0293-2
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ideas. They concluded that the only way to evaluate the and having students evaluate the potential of SL as a
effectiveness of VLEs supporting the development of marketing communication tool. These students enjoyed the
learning skills and in-service teachers education is through new approach of using SL for learning and felt it helped
academic research. them understand the lessons. Since modern VR products,
Hew and Cheung (2010) reviewed 480 research studies such as Oculus Rift and Google Cardboard, have been
on the use of 3D immersive virtual worlds in K-12 and introduced into society, VR has gained status and impor-
higher education settings and found that 455 were opinion tance in modern technology development and is likely to be
and conceptual papers, non-empirical studies, and non significant in the information technology industry for years.
K-12 and higher education related. Only 7 % empirically
studied language learning. Studies on instruction using 3D 3D Virtual Worlds for Language Learning
virtual worlds to stimulate higher order thinking in learning
a foreign language are relatively few. Therefore, the pur- Since Linden Lab launched SL in 2003, it has been used
pose of this study is to examine whether virtual world and recommended as an appropriate platform for the
English learning enhanced student linguistic ability and development of language proficiency and collaborative and
higher order thinking based on Blooms Taxonomy of intercultural learning contexts. Falloon (2010) explored the
learning objectives. potential of virtual environments to act as powerful com-
munication mediums for students to engage in the devel-
opment of higher order thinking skills. Results showed that
Literature Review students demonstrated the full range of thinking skills of
Blooms Taxonomy, from lower recall to higher order
Virtual Worlds in Education evaluation, knowledge construction, and communication.
Antonacci and Modaress study (2005) on the educational
VWs provide an online immersive learning environment possibilities of massively multiplayer virtual worlds in SL
where students construct their knowledge through partici- indicates that student engagement in virtual environments
pation, exploration, and interaction while having fun at the can assist the development of higher order thinking skills
same time (Dreher et al. 2009). With increasing amounts of such as interpretation, analysis, evaluation and problem-
studies conducted on the impact of virtual environments solving (p. 3). Antonacci et al. (2008) suggested SL sites
(Inman et al. 2010; Jarmon et al. 2009), the value and for student learning activities including English or History
implications of VR learning environments should definitely role play. They claim that VWs allow social interaction and
be investigated. Technological advances have allowed the collaboration. Through the activities in SL, students inter-
employment of new educational techniques with one of the acted with one another simultaneously and developed
more innovative tools being VR as it offers three-dimen- higher levels of cognitive functioning such as interpreting,
sional environments that feature interaction. Such a analyzing, discovering, evaluating, acting and problem
teaching tool stimulates student motivation and maintains solving (p. 4).
their attention during the learning process (Clark 2006).
Virtual reality is characterized by three basic ideas: Cognitive Complexity Level
immersion, interaction, and involvement (Pinho et al.
2009). Wang and Braman (2009) stated that the immersive The alignment of the objectives of learning activities and
nature of a virtual environment provides students with a content with both the standard and the assessment is crucial
sense of reality and allows them to actively explore the so that teachers will know what they should do for their
environment for comprehension of the content instead of course plan. Benjamin S. Blooms Taxonomy model has
sitting through a lecture in a traditional classroom situation. been widely used in educational settings when teachers
According to Sherman and Craig (2003), immersion is intended to guide students through a learning process.
classified into mental immersion and physical (sensory) According to cognitive complexity level, Bloom classifies
immersion. Both are critical in creating a successful human thinking into six levels: knowledge, comprehension,
experience within a VR. Users interpret visual, auditory, application, analysis, synthesis, and evaluation. During the
and haptic cues to gather information while using their 1990s, Lorin Anderson and other cognitive psychologists
proprioceptive systems to navigate and control objects in a brought up an updated version changing from nouns to
synthetic environment to accomplish physical immersion. verbs to describe the taxonomy and reflecting relevance to
Mental immersion refers to the state of being deeply the activities in the 21st century (Anderson and Sosniak
engaged within a VR environment. 1994). These are remembering, understanding, applying,
Ward (2010) designed activities in second life (SL) analyzing, and evaluating and creating. It is a helpful tool
aimed at introducing the concept of avatar-based marketing for educators to guide and elevate student thinking into
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The Effects of Virtual Reality Learning Environment on Student Cognitive and Linguistic
higher levels and it has been a valid benchmark to measure ability and enables comprehension in reading and listening
students level of learning (Krathwohl 2002). Paul (1985) (Sthr 2009).
defined Blooms Taxonomy as a method of classifying The methodology followed a quasi-experimental design.
educational objectives, educational experiences, learning A pre- and post-test was given to the participants so as to
processes, and evaluation questions and problems (p. 39). examine their learning in the virtual world. Four facets of
It has brought about educational concepts of higher level vocabulary knowledge learning using different cognitive
thinking and is connected with other concepts such as levels of Blooms Taxonomy as the framework were
creative and critical thinking, problem solving skills, and included in the test items: phonology, morphology,
multiple intelligences (Noble 2004). Recently, it has been semantics, and syntax. A questionnaire was conducted after
closely linked with technology integration (Forehand the experiment to build a 3D VR English learning model.
2005). Huang et al. (2010) claim that VR is especially
helpful when it comes to address issues that require Participants
imagination creativity and high problem solving ability
(p. 2). The sampling method is purposeful. Participants are 448
first-year students taking a Basic English course in a
Contextual Learning technological university in Taiwan. Their average age is
19 years. The number of male students (240 or 53.6 %)
The role of context in learning reaches far beyond the sole was slightly higher than the female students (208 or
aspect of content to a great extent. It emphasizes further 46.4 %). Participants VR material experiences were
aspects of context where the content can assist in guiding never (136 or 30.4 %); seldom (260 or 58 %); and
the learners to develop insights through balanced, organic occasionally (50 or 11.2 %); and often (2 or 4 %).
and successful environments, and strategies (de Figueiredo
2005). De Figueiredo defined context as the set of cir- Instruments
cumstances that are relevant for the learner to build her
knowledge (p. 5). A virtual environment offering learning The pre-and post-test was aimed to examine whether VW
activities is also a learning context (Bailenson et al. 2008). English learning enhanced student linguistic ability and
Although content is essential in learning, the context with higher order thinking using Blooms taxonomy of learning
VR learning scenario is crucial for excellence. Contextual objectives as the framework. Blooms action words in the
learning has long been discussed and learning should different levels of taxonomy of learning domains were
always take place in context. For example, the meaning of
a word does not lie in itself, instead its use. The specific
features of VR contextual learning have brought the edu-
cational potential that the traditional classroom would
never have (Huang et al. 2010).
Methodology
Research Design
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The Effects of Virtual Reality Learning Environment on Student Cognitive and Linguistic
Table 1 Paired Sample t-test for Pre- and Post- Test Scores
No. Linguistics category Blooms Taxonomy level Pre-test post-test Correlation Sig. p value
Mean SD Mean SD
stress of the words. With a similar result, Su (2006) also developed phonemic awareness. Students did suggest that
proposed that Taiwanese students receptive skills of something could be added for them to help distinguish the
English were better than productive ones. This implied that difference between the light and heavy sounds; however,
in the future, we should ponder the issue of assisting stu- increasing student phonological awareness through visu-
dents in developing their productive phonological ability in alization in the VR environment was still recommended.
virtual language learning.
To sum up, handling stress was still difficult for these Vocabulary Learning
students; however, students indicated vocabulary growth
and displayed various phonological processing skills. They A significant difference was identified in the scores of
had an ability to distinguish and manipulate phonemes and using context clues between the pre-test (M = 5.36,
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SD = 2.73) and the post-test (M = 6.03, SD = 2.65). This Grammar and Syntax Knowledge Learning
relates to the cognitive level of Understanding in which
students were more able to identify and match vocabulary For pragmatic word order, there was a significant differ-
to sentences. As for vocabulary learning without context ence in the scores of sentence reorganization for the pre-
clues, there was a significant difference in the scores of test (M = .29, SD = .52) and the post-test (M = .80,
definition and parts of speech between the pre-test SD = .86). This relates to the level of Analyzing. These
(M = 3.26, SD = 3.04) and the post-test (M = 3.99, students did not perform very well even though they were
SD = 3.29). This is connected to the level of Under- more capable of distinguishing the various parts of a sen-
standing and Analyzing in which most students have tence and correctly reorganize them into a complete sen-
improved their ability to match the words correctly to the tence. There was also a significant difference in the scores
definition and differentiate the parts of speech. of sentence writing for the pre-test (M = 2.21, SD = 1.64)
It can be inferred from the present study that with the and the post-test (M = 2.70, SD = 1.54). This section is
facilitation of VW learning, EFL learners were able to relevant to the level of Applying and Creating. Results
strengthen and widen the range of their vocabulary power, inferred that students made progress in writing complete
which alone, might provide enough evidence to support and coherent sentences with the given phrases and were
using such an online virtual system in EFL contexts. able to create and make up new sentences using the com-
Holding a slightly different view from the present study, ponents of language. To sum up, student listening scores
Kastoudi (2012) concluded that 3D virtual quest games visibly improved on the post-test, suggesting that they were
were more beneficial for EFL learner interaction, negotia- actively looking for, or were more aware of the words they
tion, and communicative competence and less for vocab- heard than in the pre-test. The least obvious improvement
ulary acquisition. Although the results of Kastoudis was in the sentence structure section due to the need for
research were not necessarily the same as that of this study, more explanation and practice in English grammar; how-
one of the implications offered from it was applicable. That ever, VW learning did assist in developing more complex
is, according to Kastoudi, for any EFL contexts, the real cognitive levels of thinking.
challenge is not just introducing a new technology to a
school, but instead, to change the way the school thinks Structural Equation Modeling Analysis
about how students learn. Consequently, to create a more
facilitative learning environment where students learn as An exploratory factor analysis (EFA) applying principal
much as they are able to, educators are encouraged to axis factoring was used to identify a large set of underlying
engage in different forms of learning in the classroom. variables as the researcher has no priori hypothesis about
factors or patterns of measured variables. A structural
Morphological Knowledge Learning equation modeling (SEM) analysis was used to establish a
model of the relationships among a set of latent variables
Results showed that students increased their ability in resulted from the EFA: Immersion, Ease of Use, Help
morphological structure awareness and morpheme iden- Seeking, and Perceived Cognitive Benefits (see Fig. 3). The
tification. A significant difference was found in the standardized effect of the VLE has an effect on Perceived
scores of affixes for the pre-test (M = 7.27, SD = 2.05) Cognitive Benefits, which is .94. LISREL software was used
and the post-test (M = 7.66, SD = 1.80). This relates to for statistical analysis.
the levels of Understanding, Applying, and Analyzing, Researchers (e.g., Hu and Bentler 1999) recommended
which indicate that most students did not find it difficult relying on fit indices that have different measurement prop-
to infer and differentiate what the affixes were, and erties. Maruyama (1998) distinguished between several types
apply the knowledge in choosing the correct answer. of fit indices: absolute fit indices, relative fit indices, parsi-
Likewise, a significant difference was identified on the mony fit indices, and those based on the noncentrality
meaning of affixes for the pre-test (M = 2.85, parameter. In general, if the vast majority of the indexes
SD = 1.23) and the post-test (M = 3.27, SD = 1.14). indicate a good fit, then there probably is a good fit. The
This relates to the level of Understanding. We may absolute fit measures include v2 value, GFI, RMA, SRMR,
assume that students improved their ability to infer the and RMSEA. Goodness of fit index (GFI) is .93; the suggested
meaning of the affixes based on the entire word and value exceeds .90. The critical root mean square residual
forwardly select the correct definition. Virtual worlds (RMR) value to accept a model is .05 or less. The RMR value
allow identification, analysis, and description of the is .018 while the SRMR is .021, denoting an acceptable model.
structure of language morphemes and other linguistic The comparative fit measures include a normed fit
units such as root words, affixes, parts of speech, into- index (NFI), non-normed fit index (NNFI), incremental fit
nation, and stress or implied context. index (IFI), comparative fit index (CFI), and a relative fit
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The Effects of Virtual Reality Learning Environment on Student Cognitive and Linguistic
CB 1 .19
CB 2 .18
.90 CB 3 .21
.34 Immersion
.91
.81 .89 CB 4 .21
Perceived .89
.15 Ease of use .92 VLE .94 Cognive .87
benets CB 5 .24
.86
.91
.87 CB 6 .26
Help .81
.18
seeking
CB 7 .25
CB 8 .35
index (RFI). A favorable value for these indices would be Another factor, help seeking, plays a crucial role in this
greater than .9 (Thompson 2000). The resulting model had VR learning experience. The TA provided appropriate,
values of .99 for NFI, NNFI, IFI, and CFI. RFI has a value timely help and advice to help solve their technical prob-
of .98. The parsimonious fit measures include a parsimo- lems and in their English learning. There was good com-
nious normed fit index (PNFI), parsimonious goodness of munication between the learners and the TA. Students
fit index (PGFI), and Hoelters critical N (CN). The perceived cognitive benefits in their learning process.
resulting model had a PNFI value of .77 and a PGFI value Using this 3D virtual learning program, students gained a
of .61, which are larger than the favorable value of .50 good understanding of the basic concepts of the units and
indicating a good fit (Table 3). learned a lot of factual information in the topics. They
learned to identify the main and important issues of the
Discussion topics and they were able to summarize what they learned.
The students were more interested in learning the topics
The SEM analysis results indicate that the VLE with and were stimulated to learn more. They believed they can
unique features of immersion and ease of use, together with apply the content of the materials in a real-world context.
help seeking positively affected student perceived cogni- As evidenced from the study, Blooms Taxonomy has
tion. Ease of use, one of the significant factors in Davis provided a basis for learning a foreign language in a VR
TAM (1989), is influential in the success of this VR environment. Blooms Taxonomy of cognitive learning is
learning. Easy to locate learning units, clear instruction, helpful in structuring the learning process of vocabulary
and easy operation are the key elements. Virtual reality knowledge that includes the components of a language:
enhanced student understanding as its simulated environ- phonology, morphology, syntax, semantics, and pragmat-
ment is realistic and immersive. The realism and the ics. Although the learning process for each facet is not
smooth change of the 3D image made students feel con- necessarily moving from the lowest remembering to the
centrated more while learning and it also made learning higher levels of creating; the full range of thinking skills
more motivating and interesting. Students felt having the was demonstrated in different linguistic items, students
ability to change the view position of an avatar allowed made progress, and improved cognitive development that is
them to learn better. consistent with Buck and Stuckis study (2000). The VLE
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Table 3 The overall model fit measures their knowledge of Chinese structure and use equivalents
Absolute Value Comparative Value Parsimonious Value
they assume to be valid.
fit fit measures fit measures Products or items words refer to in virtual worlds are not
measures merely text-based but graphically depicted. Students enjoy
an illusion of being in another world while using virtual
v2 182.33** NFI .99 PNFI .77
reality and it is this artificial delusion of quasi-reality that
GFI .93 NNFI .99 PGFI .61
shifts their focus from memorizing word forms onto
AGFI .90 CFI .99 CN 157.52
associating them to concrete objects, thus allowing them to
RMR .018 IFI .99
perceive lexical items as image-based hints and galvanize
SRMR .021 RFI .98
more response to them while learning.
RMSEA .085
The role of context in learning reaches far beyond the
Maruyama (1998) sole aspect of content to a great extent (de Figueiredo
2005). Contextualized vocabulary learning has been
receiving increasing attention due to the fact that it
was designed to move students up the taxonomy as they addresses learning needs in several aspects. Using Blooms
progressed with their acquisition of knowledge: the higher Taxonomy as a framework, contextual learning is instru-
levels of learning were incorporated into the lesson units mental for a student to internalize syntactic rules and
and tests, therefore the learners were stimulated to be structures. As students can see words in the dialogs
thinkers instead of individuals simply recalling between characters, they can also initiate the parsing pro-
information. cess each time they use a virtual world. Their engagement
Linguistic context plays a pivotal part in vocabulary enhances concentration on sentence structures, prompting
acquisition. On one hand, teachers are keenly aware of the them into analyzing elements in the sentence, deciding on
fact that words are best learned when they occur in cor- their grammatical roles and validity, and then reviving their
responding context; on the other hand, they have to syntactic knowledge. As words are also played to them,
struggle to provide sentential or conversational contexts to auditory stimuli further help them to consolidate ortho-
warrant better teaching effects. Virtual world learning graphical knowledge as word forms and their correspond-
suggested in this study intends to propose a solution to this ing sound patterns can be cognitively matched. In a
dilemma. It aims to help students learn high-frequency nutshell, contextualized lexical learning benefits students
items by seeing and listening to them in meaningful con- more than a decontextualized one in a formal setting.
texts. While engaged in the virtualized world of English Progress made can be noted in the aspects of word usage,
learning, they experience not only visual but also tactile word retention, syntactic training as well as an ortho-
stimuli in learning vocabulary. Words do not occur as graphical consolidation.
detached from contexts, where they tend to be used in
everyday life, but embedded into verbal interaction
between characters. Students are thus exposed to essential Conclusion
cognitive processes of vocabulary acquisition, by which
visual stimuli are provided when target words are used in This study demonstrated the advantages of foreign lan-
combination with those they frequently occur with. They guage learning in the virtual environment not only on the
can learn these collocation varieties and in addition a students linguistic abilities but also on their cognitive
valence of verbs is transmitted to further acquaint them abilities as well. Results indicate that students made pro-
with syntactic patterns. Moreover, personal participation in gress from using the system and the VLE improved student
reading during the task-solving games aids word retention. learning. The unique features of the VLE, immersion and
They can thus initiate and experience a situation-specific ease of use, together with help seeking positively affected
chunking process by which words and related expressions student perceived cognition. Virtual world learning assisted
are not learned individually in a decontextual routine, but in the development of more complex and higher cognitive
collected and further assembled into larger meaningful levels of thinking.
elements. Chunking leads to increased ability to vocabulary In terms of acquiring English linguistic knowledge such
knowledge, particularly in word choice and fluency, which as phonology, morphology, vocabulary, and syntax, the
is therapeutic for Chinglish. Chinglish is symptomatic of VLE is a great learning facilitator, in which it provides
English learners in Taiwan. When students with an inad- EFL learners with an innovative way and allows contextual
equate knowledge of how variously words can be used and learning. Results help support the assertion that the virtual
combined are only able to transport certain elements taken environment does facilitate the process of acquiring the
from English into their linguistic output. They fall back on English language, as many improvements have been
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The Effects of Virtual Reality Learning Environment on Student Cognitive and Linguistic
identified through examining learner response to each of preferred and actual forms. Journal of National University of
the linguistic items. Acquiring linguistic knowledge leads Tainan, 38(2), 5570. (in Chinese).
Clark, D. (2006). Motivation in e-learning, Marco. Retrieved June 30,
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at another issue of how the virtual environment helps user acceptance of information technology. MIS Quarterly,
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with reference to Secon Life. Journal of Information Systems
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Forehand, M. (2005). Blooms taxonomy: Original and revised. In M.
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