Author:
Shukla Twinkle,Duthade Aniket,Deshbhratar Neelabh
Abstract
This paper explores the potential of utilizing immersive games to enhance children's English vocabulary acquisition. In a world increasingly reliant on effective communication in English, developing a robust vocabulary foundation is essential. Traditional language learning methods can often be tedious for children, leading to disengagement and reduced motivation. To address this challenge, this study delves into the innovative use of immersive games as an educational tool. Immersive games offer a unique opportunity to create an interactive and captivating learning environment that can significantly improve a child's vocabulary retention and usage. This research investigates the effectiveness of various types of immersive games, including virtual reality, augmented reality, and interactive simulations, in engaging children and expanding their English vocabulary. The study also examines the impact of immersive experiences on motivation, engagement, and overall language learning outcomes. By examining the latest trends in educational game design and language acquisition theories, this paper presents a comprehensive overview of the advantages of using immersive games as a vehicle for vocabulary development in children. It highlights the potential for immersive games to foster a fun and dynamic language learning experience, making it a promising approach for educators and parents seeking to enhance children's English language skills. The findings of this study provide valuable insights into the design and implementation of immersive games for English vocabulary enhancement in children, shedding light on the significant role these games can play in shaping the future of language education. As technology continues to evolve, harnessing the power of immersive games for educational purposes becomes an exciting avenue for nurturing the linguistic abilities of the younger generation. Key Words: English Vocabulary, Immersive Games, Language Learning, Education, Child Learning, Educational Technology, Interactive Simulations, Motivation, Engagement, Language Education, Educational Games.
Cited by
1 articles.
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