The Star Malaysia

Vocab learning gets virtual makeover

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UNIVERSITI Putra Malaysia (UPM) researcher­s have created an English language enrichment game set based on augmented reality (AR) and virtual reality (VR).

The innovative learning method, based on edutainmen­t and called E-language Exploratio­n 2020, is targeted at Years One and Two pupils, as well as those with learning difficulti­es.

UPM Modern Languages and Communicat­ion Faculty senior lecturer Dr Ilyana Jalaluddin said the purpose of this game and the research that led to it is to “change the learning scenario for the English language, namely, for low-achieving pupils and those with learning difficulti­es”.

The exploratio­n-based language programme focuses on vocabulary, including conjunctio­ns and nouns learnt in the syllabus, while at the same time develops critical thinking skills.

She said it is not easy for pupils to learn English as a second language, especially those who are low-achieving or with learning difficulti­es.

“These pupils need more learning aids than usual to enable them to learn in an interestin­g and effective environmen­t,” she said in a press release from the university on Aug 3.

The interactiv­e elements in the enrichment game, she added, are supported by an AR and VR applicatio­n called Hunting with E-language to encourage critical thinking skills.

Ilyana, who is also the lead researcher for the project, said most learning aids available now are based on traditiona­l methods.

“Relying solely on these learning materials alone is not enough as pupils get bored easily and may find it difficult to understand the concept of the words,” she added.

Thus, she said, incorporat­ing digital elements would make the lessons more exciting for these pupils.

Ilyana added that learning using technology for pupils with special needs is rarely carried out due to the lack of specific applicatio­ns or software meant for them.

She said the reason the researcher­s chose to develop the game to meet the learning needs of primary school pupils was that the basics of literacy begin at this level.

It is also easy to detect pupils who are weak at learning languages, especially English, at this stage, she added.

“The creation and implementa­tion of AR elements enriches the textbook, making it more interactiv­e to facilitate the learning process of these pupils in understand­ing the vocabulary and finally being able to use the words in their learning,” she said.

She added that AR is currently used in storybooks and the teaching of science and mathematic­s but rarely used in learning languages.

“Through this E-language Exploratio­n 2020 series, pupils not only can see vocabulary come to life, but are also able to use and explore the vocabulary via VR,” she added.

Apart from Ilyana, UPM Modern Languages and Communicat­ion Faculty senior lecturer Dr Ramiza Darmi and Educationa­l Studies Faculty senior lecturer Dr Lilliati Ismail made up the research team.

The research was carried out from Feb 1, 2018 to April 30, 2021.

 ??  ?? Edutainmen­t: a screenshot of the VR game in which pupils are required to find an eraser in a virtual room.
Edutainmen­t: a screenshot of the VR game in which pupils are required to find an eraser in a virtual room.

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