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Pervasive Computing Paradigms for Mental Health. 7th International Conference, MindCare 2018, Boston, MA, USA, January 9–10, 2018, Proceedings

Research Article

Learning into the Wild: A Protocol for the Use of 360° Video for Foreign Language Learning

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  • @INPROCEEDINGS{10.1007/978-3-030-01093-5_8,
        author={Claudia Repetto and Serena Germagnoli and Stefano Triberti and Giuseppe Riva},
        title={Learning into the Wild: A Protocol for the Use of 360° Video for Foreign Language Learning},
        proceedings={Pervasive Computing Paradigms for Mental Health. 7th International Conference, MindCare 2018,  Boston, MA, USA, January 9--10, 2018, Proceedings},
        proceedings_a={MINDCARE},
        year={2018},
        month={10},
        keywords={Virtual Reality 360° video Second language learning Embodied Cognition},
        doi={10.1007/978-3-030-01093-5_8}
    }
    
  • Claudia Repetto
    Serena Germagnoli
    Stefano Triberti
    Giuseppe Riva
    Year: 2018
    Learning into the Wild: A Protocol for the Use of 360° Video for Foreign Language Learning
    MINDCARE
    Springer
    DOI: 10.1007/978-3-030-01093-5_8
Claudia Repetto1,*, Serena Germagnoli1,*, Stefano Triberti1,*, Giuseppe Riva,*
  • 1: Catholic University of Sacred Heart
*Contact email: claudia.repetto@unicatt.it, serena.germagnoli@gmail.com, stefano.triberti@unicatt.it, giuseppe.riva@unicatt.it

Abstract

Learning a second language could be a boring task if accomplished by repeating bilingual words lists. Laboratory research demonstrated that second language learning is more efficient if the material is enriched by pictures or gestures during the encoding phase. Here we want to test the impact of 360° videos on foreign language learning. The 360° videos are spherical videos that allow a lifelike exploration of the environment, if experienced immersively (namely, by means of a Head Mounted Display). The protocol includes ten 360° videos representing natural landscapes, sport performances and adventures; each video has been enriched with a narrative that guides the subject’s attention towards the relevant elements named in English (the second language). The goals are twofold: first, we want to investigate whether the videos fruition is able to promote language learning; second, we want to verify the acceptability and perceived utility of this technology by potential users.

Keywords
Virtual Reality 360° video Second language learning Embodied Cognition
Published
2018-10-11
Appears in
SpringerLink
http://dx.doi.org/10.1007/978-3-030-01093-5_8
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