Expanding Horizons
Fostering Creativity and Curiosity through Spherical Video‐Based Virtual Reality in Project‐Based Language Learning
Bibliographic Data
| ID | 10819188 |
|---|---|
| Authors | Chung Sun Joo (0000-0001-5790-3700, Department of English Language and Literature Gachon University Seongnam South Korea), Choi Lee Jin (Department of English Education Hongik University Seoul South Korea, corresponding author) |
| Year | 2024 |
| Volume | 58 |
| Issue | 4 |
| Pages | 1786-1800 |
| Publication date | 2024-12-01 |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | TESOL Quarterly (JOURNAL) |
| Journal identifiers | ISSN: 0039-8322 • E-ISSN: 1545-7249 |
| Publisher | Wiley (PUBLISHER • GB) |
| DOI | 10.1002/tesq.3333 |
| OpenAlex | W4396860778 |
| Language | EN |
| Citations received | 3 |
| References cited | 22 |
The aim of this study is to explore how the creation of spherical video‐based virtual reality (SVVR) influences students' creativity and curiosity in project‐based language learning (PBLL). Technology is widely used in various instructional contexts, and due to increasing interest in VR technologies, the current study investigated how SVVR technology in PBLL might influence students' self‐assessment of creativity and curiosity. Twenty‐seven students participated in an SVVR‐enhanced PBL course and were asked to complete two questionnaires on creativity and curiosity. Data from students' reflective journals and teacher notes were also analyzed to investigate implementations for using SVVR in language learning. The findings showed that students' self‐assessment of their levels of creativity and curiosity demonstrated statistically significant development. The findings from qualitative data analysis identified English language competence as a factor that could have influenced students' performance during the course. The findings support the potential for SVVR in PBLL for motivating students to embrace new ideas and perspectives while participating in authentic problem‐solving activities
Cognitive science · Creativity · Curiosity · Human–computer interaction · Language acquisition · Mathematics education · Multimedia · Pedagogy · Computer Science · Education and Critical Thinking Development · EFL/ESL Teaching and Learning · Psychological and Educational Research Studies · Psychology · Social Psychology
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Creative self-efficacy development and creative performance over time.
A systematic review of SVVR in language education in terms of the Addie model
Facilitating decision making in authentic contexts
Effects of a virtual reality-based pottery making approach on junior high school students’ creativity and learning engagement
Creativity and technology in teaching and learning
The impact of virtual technology on students’ creativity
Integrating interactive learner‐immersed video‐based virtual reality into learning and teaching of physical geography
Project-Based Learning in Promoting Learner Autonomy in an Efl Classroom
The curiosity and exploration inventory-II
Culture and vision in virtual reality narratives
| Citations per year | 3 |
|---|---|
| Citation span | 2025 - 2026 (2) |
| Highly cited | No |