Virtual Reality Folklore To Improve English Listening Skill - Assignment Solution

Introduction

The rapid change in reaching information and spread of information not only changes the conditions of social life but also lays new functions in the institutions of education.  The educational institutions aim at training individuals to master at least a foreign language and use it effectively in their social life as well as their academic world. It is worth to note that English is one of the most important languages in the world. Early school education is the most important period to form personality and character. Education and memories of this period of life is a hidden gateway to the individual's personality. This is the period in which a person learns the values ​​of life, society and its surroundings. Folklore and folktales in early school education can have a number of advantages. In school curricula, stories and moral stories are an accurate part. However, it would be a better approach to education if folklore were made an integral part of the subjects early. 

Teaching the English language as a second language to pupils in countries such as Saudi Arabia is thought to be immensely complex. Therefore, innovative technologies that incorporate software and applications have been applied to intensify teaching students. This study will explore the effect of use a Virtual reality (VR) folklore to improve listening English skill for the students at Jeddah City in Saudi Arabia. 

Virtual Reality (VR) is increasingly becoming a most important method to use it in a different field. In nowadays children have grown up with using computers as well as playing video gaming. In the next few years, virtual reality will come as a most important tool to be used in education.

Virtual reality coming from two word according to Henneberg (2017) “ The word “virtual” means “near or close, but not actual.” Reality is what humans experience in the world.”

With the virtual reality no harm or loss of money, we can do all the experiences that we need as well as make solutions for failure designs such as a business owner and pilot learn to fly (Henneberg,2017). Moreover, it can be transported from a place to another easily. This allows pupils to use and access it anytime and anywhere at their convenience. In Saudi Arabia, there is still a lack of resources available to attract the students with facilitate teaching EFL. Hence, the current study mainly aims at finding out the effectiveness of implementing (VR) folklore as a new tool on helping pupils to use the listening skill for the English language. A study by Yang, Chen and Jeng suggest that indicating that still need more studies in using physically interactive learning environment with higher grades students at primary school (Yang, Chen & Jeng. 2010).

Keywords:

Primary school; English curriculum; Design-based research; Virtual Reality; Listening skill; Connectivism; Storytelling; Oculus Rift; Immersive environment: (HMD)           

1.1 Rationale for the Study 

The study will reveal the difficulties faced by the pupils when acquiring listening skill and how the use of (VR) folklore through the virtual reality headset impact their learning. In Saudi Arabia, helping students to use (EFL) is important since it helps them acquire relevant language skills enabling them to communicate and express their ideas. The previous studies proved that using technology in teaching EFL enhances the acquisition of language skills among the students.

The study will focus on design virtual reality folklore through the headset (Oculus Rift) that is easy to use by students. The proposed tool will add a new material used to improve their listening skill for users and also can use anywhere. 

The Virtual Reality design will have the ability to take users through Folklore immersive environment, consists of three stages as input. Then, as an output the (VR) will improve the listening skill of students and their ability to comprehend the English language. Finally, the final contribution of this study is a reflection on how could mixing technology and folklore may impact the developmental cycle and the evaluation of using the virtual reality folklore.

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