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Detalhes

Detalhes

  • Nome

    Bruno Miguel Peixoto
  • Cluster

    Informática
  • Cargo

    Assistente de Investigação
  • Desde

    01 dezembro 2019
Publicações

2021

Immersive Virtual Reality for Foreign Language Education: A PRISMA Systematic Review

Autores
Peixoto, B; Pinto, R; Melo, M; Cabral, L; Bessa, M;

Publicação
IEEE ACCESS

Abstract
Immersion is a proven method of learning a foreign language and using Virtual Reality to achieve that immersion has high potential educational benefits. However, there are no recent systematic reviews that combine both foreign language education and immersive Virtual Reality. This systematic review aims to identify features, educational methods, technologies, and gaps of immersive virtual reality for foreign and second language education. PRISMA method was followed to carry out the systematic review. From the analysis of the results, two main conclusions were drawn. Firstly, the relation between immersive Virtual Reality and foreign language learning is quite positive, particularly when compared with conventional pedagogical practices. Not only that, the connection between immersive Virtual Reality and the user's motivation and satisfaction is also quite positive. Lastly, limitations such as the low sample of studies and gaps in the literature are addressed, and directions for future work and the area's progress are pointed out.

2021

Foreign Language Learning Gamification Using Virtual Reality-A Systematic Review of Empirical Research

Autores
Pinto, RD; Peixoto, B; Melo, M; Cabral, L; Bessa, M;

Publicação
EDUCATION SCIENCES

Abstract
Virtual reality has shown to have great potential as an educational tool when it comes to new learning methods. With the growth and dissemination of this technology, there is a massive opportunity for teachers to add this technology to their methods of teaching a second/foreign language, since students keep showing a growing interest in new technologies. This systematic review of empirical research aims at understanding whether the use of gaming strategies in virtual reality is beneficial for the learning of a second/foreign language or not. Results show that more than half of the articles proved that virtual reality technologies with gaming strategies can be used to learn a foreign language. It was also found that "learning" was the most evaluated dependent variable among the chosen records, augmented reality was the leading technology used, primary education and lower secondary was the most researched school stages, and the most used language to evaluate the use of gamified technology was by far the English language. Given the lack of directed investigation, it is recommended to use these technologies to support second language learning and not entirely replace traditional approaches. A research agenda is also proposed by the authors.

2020

Learning in Virtual Reality: Investigating the Effects of Immersive Tendencies and Sense of Presence

Autores
Loureiro Krassmann, A; Melo, M; Peixoto, B; Pinto, D; Bessa, M; Bercht, M;

Publicação
Lecture Notes in Computer Science - Virtual, Augmented and Mixed Reality. Industrial and Everyday Life Applications

Abstract

2019

Using virtual reality tools for teaching foreign languages

Autores
Peixoto, B; Pinto, D; Krassmann, A; Melo, M; Cabral, L; Bessa, M;

Publicação
Advances in Intelligent Systems and Computing

Abstract
Among the wide application areas that Virtual Reality (VR) can have a major impact, one is Education. However, this potential is still unexplored, and one of these gaps has to do with language learning. Listening activities, which are often only supported by audio, are thought of to be demanding area when it comes to learning a second or foreign language and so therefore an interesting area for VR to take place. This pilot study therefore presents the perceptions of foreign language teachers regarding a novel medium for delivering listening activities to their students: Virtual Reality technology. The results show that foreign language teachers are of the opinion that this technology can help motivate students and potentiate the student’s learning curve regarding the listening of a foreign or second language. © Springer Nature Switzerland AG 2019.

2019

Virtual reality in education: Learning a foreign language

Autores
Pinto, D; Peixoto, B; Krassmann, A; Melo, M; Cabral, L; Bessa, M;

Publicação
Advances in Intelligent Systems and Computing

Abstract
There are still open questions about the effectiveness of Virtual Reality (VR) in Education when compared to conventional learning methods. This paper studies the feasibility of a VR-based learning tool and the possible differences in knowledge retention across a VR learning method and a conventional audio method, when it comes to learning a foreign language. Also, the students’ sense of presence and satisfaction were studied. For such purpose, a user study was conducted and results revealed that while presence and satisfaction were higher in Virtual Reality, the knowledge retention score remains the same across both experimental conditions. © Springer Nature Switzerland AG 2019.