Effect of SCMC on foreign language anxiety and learning experience: A comparison of voice, video, and VR-based oral interaction

功能可见性 情感(语言学) 心理学 任务(项目管理) 模式 感知 焦虑 计算机辅助通信 语言习得 外语 模态(人机交互) 应用心理学 多媒体 数学教育 认知心理学 计算机科学 人机交互 沟通 社会科学 互联网 管理 神经科学 精神科 经济 社会学 万维网
作者
James York,Koichi Shibata,Hayato Tokutake,Hiroshi Nakayama
出处
期刊:ReCALL [Cambridge University Press]
卷期号:33 (1): 49-70 被引量:97
标识
DOI:10.1017/s0958344020000154
摘要

Abstract Studies on computer-mediated communication often compare the affective affordances of different technologies with face-to-face communication. This study aimed to understand how three different computer-mediated communication modalities may affect EFL learners’ foreign language anxiety (FLA). Using a counterbalanced 3 by 3 factorial design, 30 undergraduate Japanese university students participated in this study, completing a spot-the-difference task in three different oral synchronous computer-mediated communication modes: voice, video, and virtual reality (VR). Upon completing each task, participants responded to an FLA questionnaire and answered questions regarding their learning experiences. Finally, a post-experiment questionnaire asked participants to explicitly compare their experiences of learning within each modality. Results suggest that although all three modes were successful in reducing learner FLA, no statistically significant differences were found between mean scores. However, the results of the learner perceptions questionnaire suggested that VR was the easiest environment to communicate in, was the most fun, and the most effective environment for language learning. Participant responses to an open-ended question suggested that learner dispositions to technology as well as their affective characteristics may be responsible for differing opinions regarding the affordances of VR for language learning. The study concludes with a call for more research in the area of learner affect and technology use, including studies that more effectively utilize the technological affordances of VR, and also qualitatively assess which elements of VR may affect learner FLA and motivation.
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