Technology-Enhanced Language Learning 科技增進語言學習

Department of Humanities, Language and Translation Technology-Enhanced Language Learning 科技增進語言學習

Faculty Development Scheme 教員發展計劃

Project Title XR MALL: Developing learners' interpreting and public speaking skills via an extended reality app
Principal Investigator
Dr Venus Chan
Project No
UGC/FDS16/H05/21

Abstract 摘要

We plan to develop a mobile-based extended reality (XR) application for interpreting and public speaking learning to be titled “XR MALL”. Based on the PI's two relevant on-going research projects and our previous experience in interpreter training, language teaching, and app design, this pioneering project will also aim to study our app's impact on student learning. We use the word “iFAST” to illustrate XR MALL's overall design and potential benefits:

iIntelligence, Immersion, Interaction: Combining virtual reality (VR) and augmented reality (AR) intelligence, XR MALL will create situated learning experience and mediate virtual world exploration which allows student-centered learning through immersive role playing. In the context of interpreting and public speaking training, interaction and immersion in virtual reality learning environments (VRLEs) can be a valuable substitute for a real-world experience as an interpreter or speaker, allowing for providing a first-person experience with an authenticity that can hardly be delivered in a traditional classroom.

FFirst, Free, Feedback: It will be the first free all-in-one open access app consisting of an interactive feedback platform, learning resources, video demos, VR practice, AR vocabulary lists, self-assessment materials, and a speech analyzer which generates instant feedback.

AAnyone, Anytime, Anywhere: Although the focus will initially be on learners in Hong Kong, the app will allow anyone around the world to learn anytime and anywhere. It will address the problems of lack of practice time and resources for out-of-class study. It has the potential to strengthen interpreting and public speaking competencies, reduce public speaking anxiety, and facilitate various types of learning, such as mobile-assisted language learning (MALL).

SSpeech, Stimulation, Stakeholders: Realistic speech settings will be created for public speaking as well as sight, consecutive, and simultaneous interpreting practice on two levels. Users can immerse themselves in real-time interactive dual-role-play (interpreter and speaker) liaison interpreting activities. Various presentation tasks in virtual workplace and school contexts will be designed for public speaking practice. Users without a VR headset can choose non-VR mode. In terms of stakeholders, it will benefit not only learners among the general public, but also teachers, administrators, teacher trainers, and researchers, by yielding insights for pedagogical implications, innovative educational practice, effective curriculum planning, and new directions for future research and educational technology development.

TTrilingual, Theory-based, Tool: It will serve as a theory-based trilingual (Putonghua, Cantonese, and English) and bi-directional interpreting learning tool that engages users in a simulated VRLE where they can construct new knowledge through learning-by-doing.

This study aims to investigate the influence of XR MALL on interpreting learning and English public speaking learning of Chinese ESL/EFL undergraduate students. A quasi-experimental design will be adopted to explore its impact upon intervention on the learning process over the traditional method. The 120 participants will include 60 students taking an interpreting course and 60 students taking an English presentation course. For each course, participants will be divided into an experimental group and a control group (each will contain 30 students). In the experimental groups, XR MALL will be incorporated in the classes as a teaching and learning tool, while the control groups will be taught by the same teachers using the traditional approach. Students' perceptions and the effects of XR MALL on interpreting performance, public speaking performance, learning experience, and cognitive and affective development will be analyzed by a mixed-method approach. The quantitative and qualitative data will be collected by a pre- and post-test, pre- and post-study questionnaires, post-study interview, and user logs. The advantages of using an app such as XR MALL would include a decreased dependence on face-to-face teaching, a facilitation of remote learning and a widening of participation in professional and life-skills training, all of which are likely to prove highly desirable as we move forward in the post-epidemic context. The researchers believe that the use the app makes of the latest XR technology is highly original, and after its initial rolling out it could be expanded or further developed, or indeed serve as a model for other future independent learning apps.

Deliverables 成果