AR supported language learning

Project Title: Adaptive Guidance in Extended Reality Learning Environments

Experiential learning (ExL) is the process of learning through experience or more specifically “learning through reflection on doing”. In our work, we propose a series of applications that simulate these experiences, in Augmented Reality (AR), addressing the problem of language learning and specifically vocabulary learning. Learning vocabulary in a primary or secondary language is enhanced when we encounter words in context. This context can be afforded by the place or activity we are engaged with. Several techniques can be used to learn the vocabulary of a foreign language. One of the techniques is a keyword method in which a person trying to remember a word in a foreign language uses what a word sounds like in the language they already speak. Next, they try to mentally visualise a memorable link between the to-be-learned word and familiarly sounding word. This visualisation in turn helps them remember the word in the foreign language. However, the visualisations of such memorable links remain implicit in person’s head. In our work, we propose an enhancement to the language learning process by combining different learning methods and providing the user with learning tools in context.

VocabulARy

ArigatŌ

Conference Presentations

VocabulARy ISMAR 2022, TVCG Presentation

ArigatŌ ISMAR, TVCG Presentation

Publications

Weerasinghe, M., Biener, V., Grubert, J., Quigley, A., Toniolo, A., Pucihar, K. Č., & Kljun, M. (2022). VocabulARy: Learning Vocabulary in AR Supported by Keyword Visualisations. IEEE Transactions on Visualization and Computer Graphics. https://doi.org/10.1109/TVCG.2022.3203116

Weerasinghe, M., Quigley, A., Pucihar, K. Č., Toniolo, A., Miguel, A., & Kljun, M. (2022). Arigatō: Effects of Adaptive Guidance On Engagement and Performance in Augmented Reality Learning Environments. IEEE Transactions on Visualization and Computer Graphics. https://doi.org/10.1109/TVCG.2022.3203088

Weerasinghe, M., Biener, V., Grubert, J., Deja, J. A., Attygalle, N. T., Trajkovska, K., Kljun, M., Pucihar, K. Č. (2022). VocabulARy replicated: Comparing teenagers to young adults. The 2nd workshop on Replication in Extended Reality (WoRXR). IEEE International Symposium on Mixed and Augmented Reality (ISMAR). https://doi.org/10.48550/arXiv.2210.17119

Weerasinghe, M. (2021). Instructional Guidance in Extended Reality for Learning. In Adjunct Publication of the 23rd International Conference on Mobile Human-Computer Interaction (pp. 1-4). https://doi.org/10.1145/3447527.3474866

Weerasinghe, M., Quigley, A., Ducasse, J., Čopič Pucihar, K., & Kljun, M. (2019). Educational augmented reality games. In Augmented reality games II (pp. 3-32). Springer, Cham. https://doi.org/10.1007/978-3-030-15620-6_1

Weerasinghe, M., Kljun, M., Pucihar, K. Č. & Quigley, A.(2018).Novel Technologies in Teaching and Learning towards Enhanced Knowledge Retention. ACM Celebration of Women in Computing (womENcourage)