Augmented Reality application for learning English Language

The AR app which have been developed under the framework of Erasmus plus programmes is innovative because unlike apps currently in the market, such as Mondy AR which uses AR as an aesthetic part, and therefore make no difference between using this app and using a video for learning, the AR4EFL AR app generated a methodology that makes students an active part of learning, using gamification and augmented reality technology and that also allows collaborative learning. The app was based on the use of free or open-source software so that teachers themselves can update their lessons or create new ones.
Maintaining attention and motivation is the challenge of using new methodologies to be used in teaching, both face-to-face, blended, and distance. That was one of the main problems that English teachers have encountered in their improvised online classes. That was also the reason we proposed the use of tools that help to engage students, and that has also been shown to improve learning and can be used ubiquitously through mobile devices in non-formal learning environments, outside of the school.
The use of AR didn’t add much when was first presented on schools, although there are many recreational applications, the Pokemon Go app being the most representative and the one that AR released since it was launched in 2016. The continued development of technology makes it possible for it to be applied in the educational environment as they settle and mature in the social environment. This is currently the case in AR, where it is possible to find free and open-source software that can be applied in education with solvency. Several studies demonstrate the usefulness of AR (Aizan et al. 2019) to improve the performance of students with a low level of vocabulary in the English language.
With AR app is was important to connect the augmented reality application with a human language API. This was solved with the Google translator API that allows us to take advantage of the development of artificial intelligence and natural language processing so that the student can have a conversation with the application. Therefore, teachers can define scenarios and students to work on by gamifying vocabulary and formulating sentences.
Using a gamified AR application encourages true learning, and encourages other skills such as collaborative learning and creativity. Another great advantage of combining AR with an API for natural language processing will allow it to be used both in class, at home, etc. That is, students will be able to learn in a ubiquitous way.
Visit our website to access the literature review and research: https://ar4efl.eu/ar-application/
The research and literature review was created under the framework of AR4EFL project co-funded by the Erasmus+ Programme of the European Union. About AR4EFL project, we aimed to create a realistic learning environment for learners of a second language as a means to motivate them to learn. We designed, tested and published an innovative educational package based on AR technology for primary school teachers that will guide and support their English (or any other) as second language teaching. As well as provided quality training to primary school teachers on how to utilise the innovative educational package in in traditional or virtual/online classroom. The project is concentrated on developing immersive and interactive experiences that let users interact with knowledge in novel ways, improving learning.