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

Published online by Cambridge University Press:  29 June 2020

James York
Affiliation:
Tokyo Denki University, Japan (york@mail.dendai.ac.jp)
Koichi Shibata
Affiliation:
Tokyo Denki University, Japan (19rmd18@ms.dendai.ac.jp)
Hayato Tokutake
Affiliation:
Tokyo Denki University, Japan (19rmd26@ms.dendai.ac.jp)
Hiroshi Nakayama
Affiliation:
Tokyo Denki University, Japan (nhiroshi@mail.dendai.ac.jp)
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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.

Information

Type
Regular papers
Copyright
© European Association for Computer Assisted Language Learning, 2020
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Table 1. Participant demographics

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Figure 1. Spot-the-difference task design

Note. Left = Participant 1; Right = Participant 2.
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Figure 2. A participant undertaking the spot-the-difference task using Discord in the voice SCMC modality

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Figure 3. A participant completing the spot-the-difference task with a partner in the video SCMC modality

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Figure 4. HTC Vive head-mounted display unit and controllers

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Figure 5. An example of the “doll’s house” used in the VR task

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Figure 6. A participant undertaking the spot-the-difference task in the VR modality

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Table 2. Example item on the post-experiment questionnaire

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Figure 7. Experimental procedure

Note. The main task cycle is explained in more detail as follows but consists of three stages: (1) system check, (2) spot-the-difference task, and (3) post-task questionnaire.
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Figure 8. Main task procedure

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Table 3. Mean foreign language anxiety (FLA) scores per session

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Table 4. Paired samples t-test results comparing pre-experimental FLA scores with each experimental condition

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Table 5. Pairwise comparisons of mean FLA scores by modality

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Table 6. Mean scores and standard deviations for Q8–14 on the post-test questionnaire

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Table 7. Descriptive statistics for the post-experiment questionnaire

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Table 8. Pairwise comparisons for mean scores of item 1 on the post-experiment questionnaire

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Figure 9. Graphical representation of mean scores for item 1 (“It was easy to communicate in English with this system.”) on the post-experiment questionnaire

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Table 9. Pairwise comparisons for mean scores of item 2 on the post-experiment questionnaire

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Figure 10. Graphical representation of mean scores for item 2 on the post-experiment questionnaire

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Table 10. Pairwise comparisons for mean scores of item 3 on the post-experiment questionnaire

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Figure 11. Graphical representation of mean scores for item 3 on the post-experiment questionnaire

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Table 11. Pairwise comparisons for mean scores of item 4 on the post-experiment questionnaire

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Figure 12. Graphical representation of mean scores for item 4 on the post-experiment questionnaire

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Table 12. Pairwise comparisons for mean scores of item 5 on the post-experiment questionnaire

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Figure 13. Graphical representation of mean scores for item 5 on the post-experiment questionnaire

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Table 13. Positive responses regarding VR to the open-ended question on the post-experiment questionnaire

Supplementary material: PDF

York et al. Supplementary Materials

York et al. Supplementary Materials

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