Methodological Aspects of Utilization of Immersive Technologies in
Japanese Language Learning for Future Language Teachers
Olena V. Gayevska
a
Taras Shevchenko National University of Kyiv, 60 Volodymyrska Str., Kyiv, 01033, Ukraine
Keywords:
Immersive Technologies, Augmented Reality, Virtual Reality, Japanese Language Learning, Future Japanese
Language Teachers, Blended Learning, Oriental Languages Learning, Distance Learning.
Abstract:
The article is dedicated to methodological aspects of utilization of immersive technologies in Japanese lan-
guage learning for future language teachers. We analyzed the use of virtual and augmented reality for sup-
porting and organizing Japanese language learning for future language teachers and identification of the main
approaches to the usage of augmented reality in language learning. It is concluded that immersive technolo-
gies provide a new paradigm of teaching materials, which has a positive impact on the formation of basic
and professional competencies of future Japanese language teachers; it can be effective when used in blended
learning that combines distance, online, traditional and self-directed learning of Oriental languages. Prospect
for further research is the creation of guidelines for the use of immersive technologies for teaching Oriental
languages at different levels of the training of future language teachers.
1 INTRODUCTION
The development of information and communication
technologies and their active use in various fields of
human activity require young people to adapt to new
ways of working, living, and interacting.
Current technologies, used for various profes-
sional activities, are of great importance for imple-
mentation in the educational process, in particular
general education institutions, and are necessary for
the competitiveness of young people in the global la-
bor market.
In this regard, immersive technologies are becom-
ing increasingly popular in education (3, 2020). Im-
mersive Technologies (ITs) are influencing many ar-
eas of human life in the 21st century: trade, tourism,
the interaction and perception of digital informa-
tion and media, science and education. Immersive
technologies are technologies that extend reality or
create a new reality by leveraging the 360° space.
Makransky and Petersen (Makransky and Petersen,
2021) note that the use of these technologies can im-
prove real-world visualization through virtual objects,
graphics, and object recognition technologies.
ITs include Virtual Reality (VR), Augmented Re-
ality (AR) and Mixed Reality (MR), which are now
a
https://orcid.org/0000-0001-6850-8757
used in many and varied fields – ranging from games
and entertainment; theater and live events; muse-
ums and cultural heritage; marketing, advertising and
tourism; architecture, product development and de-
sign; to simulation and health care (Buttussi and Chit-
taro, 2018).
The ITs are mostly used in education for sci-
ence classes for covering human anatomy (Anatomy
AR-VR, AR Human Anatomy, The Brain AR App,
etc.), the universe (Planets AR, EARTH AR Poster,
etc.), chemical reactions (MoleculAR, Chemistry
Augmented Reality Education Arloon, etc.) and plant
anatomy contents (Froggipeadia, Arloon Plants AR,
etc.). However, this paper deals with ITs place in for-
eign language education, in particular Japanese lan-
guage learning. Since a very limited number of ap-
plications and ITs content are available for language
education, we will describe all possible uses ITs (VR
and AR) for Japanese language learning and the ex-
perience of students.
2 THEORETICAL
BACKGROUNDS
The multifunctionality of ITs and unfamiliarity of
“virtual reality” became the impetus for the actualiza-
264
Gayevska, O.
Methodological Aspects of Utilization of Immersive Technologies in Japanese Language Learning for Future Language Teachers.
DOI: 10.5220/0012063500003431
In Proceedings of the 2nd Myroslav I. Zhaldak Symposium on Advances in Educational Technology (AET 2021), pages 264-271
ISBN: 978-989-758-662-0
Copyright
c
2023 by SCITEPRESS Science and Technology Publications, Lda. Under CC license (CC BY-NC-ND 4.0)
tion of the concept of “virtual”, the rapid expansion
of its scope; the impetus for the conceptual design of
the idea of virtual reality in various fields of human
activity.
AR has great potential in the field of language ed-
ucation (Amelina et al., 2022), as it performs such
functions as contextual visualization (that is presen-
tation of virtual information in an extended context)
and interactivity of learning (that is the embodiment
of interaction with virtual content). VR is a virtual 3D
world that allows users to get visual simulations and
feel immersed in a time and space-free environment.
The popularization of the phrase “virtual reality”
belongs to Jaron Lanier in the late 1980’s (Firth,
2013).
At the present stage of information and commu-
nication technologies (ICT) development Immersive
technologies based on VR can be represented as (fig-
ure 1):
VR with full immersion, which provides realis-
tic simulation of the virtual world with a high de-
gree of detail (for example, the game zone Virtual
Shooter);
Partial immersion VR, consisting of VR and real-
world attributes, is performed by embodying com-
puter graphics objects in a reality scene (for exam-
ple, a flight simulator) (de Oliveira et al., 2020);
VR without immersion, related to the virtual ex-
perience with a computer, when you can control
individual characters or their actions in the soft-
ware, while the environment does not interact di-
rectly with the user (for example, World of War-
Craft, ReHabgame);
VR with group work, which represents a three-
dimensional virtual world with elements of a so-
cial network (for example, Minecraft already has
a version of virtual reality, which is supported
by Oculus Rift and Gear VR helmets) (Monahan
et al., 2008);
CAVE (Cave Automatic Virtual Environment),
which was developed by students of University of
Illinois in 1995, and is a three-dimensional stage
with wall projections (de Oliveira et al., 2020;
Chang et al., 2012).
The term Augmented Reality” was created by
aircraft engineers Caudell and Mizell (Caudell and
Mizell, 1992) in 1990. They developed the head-
mounted displays as equipment for electricians to be
used during assembling complicated wiring harnesses
(Arth et al., 2015).
Nelson (Nelson, 2012) singles out augmented re-
ality as important element of “Bring your own de-
vice” (BYOD) approach, which stands for usage of
mobile devices by teachers and students in classroom
for learning purposes.
Calo et al. (Calo et al., 2015) define Augmented
Reality as “. . . a mobile or embedded technology that
senses, processes, and outputs data in real-time, rec-
ognizes and tracks real-world objects, and provides
contextual information by supplementing or replacing
human senses”.
AR is a technology that incorporates digital infor-
mation such as images, video, and audio into real-
world spaces, giving the possibility to blend virtual
environment with reality (Kiv et al., 2019). Users
of this technology have a chance to learn in immer-
sive, computer-generated environments through real-
istic sensory experiences.
The mobile AR applications can be grouped into
three categories depending on their purpose, place of
use, and usability, such as marker-based, creation-
based, and marker-less AR (figure 2).
It should also be noted that some apps in these
categories may have both creation-based and marker-
less features. However, if an app is a marker-based
one, it can’t have a marker-less AR feature because it
could only work with flashcards.
We can distinguish the following types of mobile
AR (Soroko, 2021):
marker-based, that uses a camera and a special vi-
sual marker, such as a QR code (quick response
code);
creation-based, that uses the browser-based plat-
form allows users to upload 3D files and edit them
with comments, detailed instructions and anima-
tions via a drag-and-drop interface;
marker-less, that uses Global Positioning System
(GPS); the most common uses are to mark desti-
nations, search for the right number, such as a caf
´
e
or office, or in location-oriented apps.
Researchers identify the following positive ef-
fects of AR on students’ foreign language learning:
improving the effectiveness of their language skills
in professional translation, increasing motivation to
learn, and involving students in cooperation with each
other, as well as with native speakers of the foreign
language studied (Cheng et al., 2010; Chik, 2014;
Kiv et al., 2019; Frazier et al., 2018; Makransky and
Petersen, 2021; Geng and Yamada, 2020a,b; Mona-
han et al., 2008; Nelson, 2012; Popova, 2017). AR
has great potential in the field of language education,
as it performs such functions as contextual visualiza-
tion (i.e. presentation of virtual information in an ex-
tended context) and interactivity of learning (i.e. the
embodiment of interaction with virtual content).
Review of the literature by Viberg and Gr
¨
onlund
Methodological Aspects of Utilization of Immersive Technologies in Japanese Language Learning for Future Language Teachers
265
Figure 1: The five categories of VR.
Figure 2: The three categories of mobile AR.
(Viberg and Gr
¨
onlund, 2013) states that Mobile As-
sisted Language Learning (MALL), as the mobile
technology which can be adapted to support language
learning, is applied in a number of ways but gener-
ally focuses on vocabulary acquisition, listening and
speaking skills and language acquisition while gram-
mar learning, pronunciation and writing skills were
underrepresented in the application of MALL.
Hein et al. (Hein et al., 2021) analyzed 2507
sources and selected 54 articles for the period from
2001 to 2020, relating to the immersive technology’s
role in students’ foreign language learning.
They found that most of these studies concerned
the comparative analysis of traditional blended learn-
ing methods, which included the use of VR and AR.
The main characteristics of these technologies, that
support the foreign language learning, are to promote
the vocabulary learning, to development of speaking
skills and intercultural competence, students’ motiva-
tion to foreign language learning, to overcome anxiety
AET 2021 - Myroslav I. Zhaldak Symposium on Advances in Educational Technology
266
and discomfort when communicating in a foreign lan-
guage. The advantage of learning with AR over tradi-
tional teaching methods is in a fact that the student is
given the opportunity to feel, rather than imagine, the
subject, situation, scenario, which cannot be demon-
strated or described in traditional teaching methods.
The purpose of the article is to analyze the use of
immersive technologies for supporting and organizing
the Japanese language learning for future language
teachers, and identification of the main approaches
to the use of immersive technologies in Japanese lan-
guage learning.
3 RESEARCH METHODS
To achieve the purpose of our study and also to clarify
the problem of utilizing the immersive technologies
for future Japanese language teachers we used the fol-
lowing methods: systematic and comparative analysis
of pedagogical, psychological, philosophical, socio-
logical works, methodological and specialized litera-
ture; analysis of the pedagogical experience of usage
of immersive technologies at the Institute of Philol-
ogy of Taras Shevchenko National University of Kyiv
at lecturers and seminars of study of “Japanese char-
acters”; synthesis and generalization to formulate the
main points of the study; interpretation of the research
results by student survey and comparative analysis of
exam results in Japanese lexicology of students who
will study language using ICT and immersive tech-
nologies with exam results of students who will study
language using ICT but not using immersive tech-
nologies. The research hypothesis is based on the as-
sumption that the training of future Japanese language
teachers will be effective if the following pedagogi-
cal conditions are implemented: activating the moti-
vation of future foreign language teachers to carry out
project activities in the use of immersive technologies
as didactic tools for learning Japanese; improving the
content of training future foreign language teachers in
order to form their knowledge about the use of infor-
mation and communication technologies and immer-
sive technologies for learning Japanese.
4 RESULTS AND DISCUSSION
Scientists attach special importance to the use of aug-
mented reality in the study of Oriental languages by
students, in particular future teachers of Japanese lan-
guage.
They note that the preparation of future teach-
ers of Oriental languages (including languages with
character-based writing, such as Japanese, Chinese)
for professional activities is a complex process, as
it differs significantly from the study and teaching
of any other foreign language (for instance, English,
French, German, Italian, Spain, Turkish languages
that are also included into educational planning of
Institute of Philology of Taras Shevchenko National
University of Kyiv).
Researchers recognize the use of ITs as solving
the problems of fast, active, correct, and convenient
students’ Oriental languages learning (Cheng et al.,
2010; Kiv et al., 2019; Frazier et al., 2018; Makran-
sky and Petersen, 2021; Geng and Yamada, 2020a;
Nelson, 2012). They note that the use of these tech-
nologies can improve real-world visualization with
virtual objects, graphics, and object recognition tech-
nologies.
Frazier et al. (Frazier et al., 2018) singles out ap-
plication Google Earth VR and AR for foreign lan-
guage learning, including Japanese language that al-
lowed users to visit different locations throughout the
world; in meanwhile supports their own learning of
various studies i.e. history, political studies, interna-
tional relations, etc.
Google Earth AR includes various numerous in-
struments, like Mindshow for creation of different
new exciting places and using them for role playing
(Nelson, 2012). This tool is marker-less, that uses
GPS. Scientists focuses their attention on the issue
that these instruments are useful for distant language
learning, thought should be supervised by teacher.
We should pay attention to the possibility of for-
eign language learn-ing, in particular Japanese, with
the help of this service and others that focus on vari-
ous fields of science in Japanese.
We want to pay attention to augmented reality
services that support the teaching of various disci-
plines. Special emphasis should be placed on training
in the fields of STEM training, which involves inte-
gration between the disciplines of natural sciences,
technological sciences, engineering and mathemat-
ics (Soroko, 2021; Lukychova et al., 2022; Mintii,
2023). For example, many augmented reality applica-
tions offer materials in Japanese (BioDigital Human
3D anatomy, 3D Anatomy Learning – Atlas, GeoGe-
braAR, Planets AR, etc.). It is clear that the vocabu-
lary of these applications is designed for students who
have language skills at the level of B1 and above.
Geng and Yamada (Geng and Yamada, 2020a,b)
offer their experience of usage of AR generators
to create markers based on Kanji characters as QR
codes. They made an AR compound verb learning
system to support learning of Japanese verbs. Under
this system, students can scan a card with the Kanji
Methodological Aspects of Utilization of Immersive Technologies in Japanese Language Learning for Future Language Teachers
267
characters of a particular verb, and thus watch an ani-
mation that displays the corresponding action with the
card through the smartphone screen in the application.
“In this system, the meanings of verbs, including both
single verbs and compound verbs, were represented
by 3D animations created using Maya, according to
the image schemas of the verbs. Maya is a 3D com-
puter graphics software, and it is used to create inter-
active 3D animations and visual effects”. The applica-
tion was developed by scientists using Unity 3D and
Vuforia. In addition, the combination function was
proposed based on a combination of two cards with
the corresponding Kanji characters (V1 + V2) to facil-
itate the effective study of complex verbs by students.
Researchers have proven that approach involving AR
in Oriental languages learning is the most effective for
students compared to the traditional method.
Platte et al. (Platte et al., 2020) sug-
gests using ARTranslate (https://github.com/benpla/
ARTranslate) to foreign language learning using aug-
mented reality. ARTranslate is software that recog-
nizes up to 1,000 objects in a user’s environment
using the Convolutional Neural Networks (CNN)
method and names them accordingly. Objects are su-
perimposed on 3D information in different languages,
using AR. The user can open the surrounding every-
day objects in any language by switching languages
in the ARTranslate application settings. The software
runs on iOS version 12.
We surveyed students (31 students took part in this
survey) about their attitudes toward the use of ITs to
improve the quality of Japanese language learning.
We proposed the following statements, that students
should be designated as “Strong disagree”, “Dis-
agree”, “Neither agree”, Agree”, “Strongly agree”:
“I have a clear understanding of what ITs are and how
I can it integrated it into my own education process”,
“I have heard about ITs in foreign language learn-
ing”, “I have discussed with my friends about ITs for
foreign language learning”, “I have experience when
teachers use approaches with ITs for Japanese lan-
guage learning”.
According to the questionnaire analysis of the atti-
tudes and understanding of ITs in Japanese language
learning process, it was found out that students un-
derstand what augmented reality is, but have not used
these tools to learn Japanese: “I have a clear under-
standing of what ITs are and how they can be inte-
grated into my own education process”: Strongly dis-
agree 8% students; Disagree 17% students; Nei-
ther agree nor disagree – 32% students; Agree – 39%
students; Strongly agree 4 % students; “I have heard
about ITs in foreign language learning”: Strongly dis-
agree 3%; Disagree 16%; Neither agree nor dis-
agree – 28%; Agree – 49%; Strongly agree – 4%.
We showed students the options for using such
IM for different levels of Japanese language learn-
ing (Japanese language learning levels are available
at https://www.jlpt.jp/) as:
ITs for not language learning such, as BioDigital
Human 3D anatomy, 3D Anatomy Learning – At-
las, GeoGebraAR, Planets AR, Google Earth AR
and VR;
ITs for language learning such, as Easy japanese
news, Triplens, ARTranslate;
Platforms for creating web projects with AR ele-
ments such, as BlippAR and Google ARCore, and
with VR such, as CoSpaces, that for students to
create their own examples of language learning.
This tools were proposed to use by 3rd year stu-
dents of Bachelor program in study “Japanese Kanji
characters”, 4th year students of Bachelor program in
study “Linguistic Tradition of Japan”, 4th year stu-
dents of Bachelor program in study “Japanese Lan-
guage Etiquette”, 2nd year students of Bachelor pro-
gram in study “Japanese language: Practical Course
for Translators”, 1-2 courses year students of Bach-
elor program in study “Oriental Language (Japanese
language)” of the Department of Languages and Lit-
eratures of the Far East and Southeast Asia of the
Institute of Philology of Taras Shevchenko National
University of Kyiv.
After classes and self-study of students with the
help of ITs, a survey was conducted as experts (27
students) on the choice of approaches to the study
of Japanese characters. They were asked to use the
Likert Scale method to rank approaches to language
learning according to their importance from inef-
fective (1 point) to very effective (5 points).
Approaches to the study of Japanese Kanji charac-
ters were determined according to traditional methods
(direct method, grammar-translation method, audio-
linguistic method, cognitive method) and considering
the use of information and communication technolo-
gies, in particular immersive technologies.
Our students were offered the following ap-
proaches to Japanese Kanji () learning for the
assessment:
use of electronic dictionaries;
search and use of Internet resources;
usage of online educational literature;
creation and application of their own associations
(offline);
handwriting Kanji characters (offline);
use of AR and VR applications;
AET 2021 - Myroslav I. Zhaldak Symposium on Advances in Educational Technology
268
Table 1: The results of students’ survey on their understanding of ITs in Japanese language learning process (2020-2021).
Strongly
disagree
Disagree
Neither agree
nor disagree
Agree
Strongly
agree
I have a clear understanding of what ITs are and how
they can be integrated into my own education process
8% 17% 32% 39% 4%
I have heard about ITs in foreign language learning 3% 16% 28% 49% 4%
I have discussed with my friends about ITs for foreign
language learning
18% 35% 14% 33% 0
I have experience when teachers use approaches with ITs
for Japanese language learning
8% 43.6% 35.5% 12.7% 0
Total (N = 31)
creation of their own educational materials on the
basis of ITs.
The results of this questionnaire are presented in
table 2 “Results of students’ questionnaires on their
opinion on the choice of approaches to the Japanese
Kanji characters learning”.
Thus, the results of students’ questionnaires about
their opinion on the choice of methods for studying
Japanese Kanji characters showed that the most nec-
essary for them was an approach based on the cre-
ation of students’ own learning materials based on
augmented reality (5). According to interviews with
students who wished to comment on their answers,
this was motivated by the creation of an augmented
reality Kanji characters that would be of interest to
other students and reflect the most difficult cases in
Oriental language translation practice. It is also im-
portant to use electronic dictionaries (4.8), in partic-
ular, most AR applications are focused on the assim-
ilation of foreign language vocabulary by users (for
example, Triplens, ARTranslate, etc.).
To achieve our goal, we created organized and
implemented educational content (training course)
“Information Support of Philological Research in
Japanese Studies” for philologists-bachelors of Ori-
ental languages, based on the use of immersive tech-
nologies. It consists of the following modules: Mod-
ule 1 “Theoretical foundations of the use of ICT
in the study of foreign languages”, covering topics
such as “Basic concepts”, “Methods of using ICT
in the study of foreign languages”, etc .; Module 2
“Electronic educational resources for learning a for-
eign language (Japanese)”, which covers topics such
as “Electronic dictionaries and their practical use in
translation and teaching”, “Online tests in foreign lan-
guages: the use of international test systems and the
creation of personal tests using web services”; Mod-
ule 3 “Immersive technologies of learning a foreign
language (Japanese)”, which covers such topics as
“Model of learning a foreign language using virtual
reality”, “Model of learning a foreign language using
augmented reality”; Module 4 “Research activities
on the establishment of Electronic Educational Re-
sources for the translation and teaching of Japanese”.
Students were divided into groups according to
their desire to learn language using ICT, including im-
mersive technologies, which are present in separate
modules of the course “Information Support of Philo-
logical Research in Japanese Studies”, which is part
of a series of linguistic disciplines that form the philo-
logical basis of the bachelor’s program at the Institute
of Philology of Taras Shevchenko National University
of Kyiv at different lecturers and seminars.
To the question “Do you want to learn a lan-
guage using immersive technologies?” 21 students
answered, 8 students did not take an active part in
the survey and training due to extreme conditions
(military action in Ukraine). As a result of the sur-
vey, two groups were created: 11 students who will
study language using ICT and immersive technolo-
gies, and 10 students who will study language using
ICT but not using immersive technologies. A group of
students studying “Japanese language and literature”
course using ICT and immersive technologies passed
the exam with an average of 95 points, a group of stu-
dents that studied language using ICT, but did not use
immersive technology, passed the exam with an aver-
age of 85 points only.
5 CONCLUSIONS AND
PROSPECTS FOR FURTHER
RESEARCH
Thus, ITs provide a new paradigm of presentation of
educational materials, which has a positive impact on
the formation of basic and professional competencies
of the future teachers Japanese language. We can indi-
cate the following benefits of using ITs to train future
teachers with the Japanese language:
the usage of ITs makes the learning process more
Methodological Aspects of Utilization of Immersive Technologies in Japanese Language Learning for Future Language Teachers
269
Table 2: Results of students’ questionnaires on their opinion on the choice of approaches to the Japanese Kanji characters
learning.
The approaches to Japanese Kanji () learning Mean values
use of electronic dictionaries 4.8
search and use of Internet resources 4.4
usage of online educational literature 3.2
creation and application of their own associations (offline) 2.9
handwriting Kanji characters (offline) 4.7
use of AR applications 3.8
use of VR applications 3.7
creation of their own educational materials on the basis of augmented reality 5
visual and mobile;
the usage of ITs increases the interest and motiva-
tion of students to learn the language;
ITs improve the learning process, which uses in-
novative forms of work with students;
ITs use the conditions for the formation and de-
velopment of creative abilities of students;
these technologies and approaches contribute to
the support of the linguistic and cultural aspect in
student learning.
The following approaches to the use of ITs for
the study of Japanese by students should be distin-
guished: 1) the use of specialized applications for lan-
guage learning; 2) the use of applications for the study
of other disciplines (anatomy, biology, computer sci-
ence, astronomy, etc.), using a foreign language learn-
ing by students; 3) creation of personal examples by
students for learning a foreign language with the help
of special Web platforms.
ITs can be effective if they are used in blended
learning that combines distance, online, traditional
and self-directed learning of Oriental languages.
Author is planning to continue the longitudinal re-
search, analyzing the statistical data of students’ aca-
demic performance, expanding the research to several
other subjects (taught by Taras Shevchenko National
University of Kyiv) during the academic year of 2022-
2023.
Prospects for further research are the creation
of guidelines and manuals on the use of immersive
technologies for the study of prefabricated languages
at different levels of training of future teachers of
Japanese language.
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