https://doi.org/10.25312/j.8065


Adam Bednarek https://orcid.org/0000-0002-1563-4968 Akademia Humanistyczno-Ekonomiczna w Łodzi

e-mail: adam.bednarek@ahe.email


Anna Pałczyńska https://orcid.org/0000-0003-0096-4363 Akademia Humanistyczno-Ekonomiczna w Łodzi

e-mail: a.u.palczynska@gmail.com


Creating XR toolkits to foster an inclusive environment for foreign language learning (FLL) to empower refugee women in new settings


Abstract

The purpose of this paper is to identify the optimal XR tools for cultivating inclusion in a second language classroom that Polish language teachers know and successfully use and which female refugees from Ukraine would like to use. The article is grounded in a project aimed at bridging the substantial gap between refugee women and women with fewer opportunities within the realm of language education. It is acknowledged that women with fewer opportunities (such as migrants, refugees, and asylum seekers) have already coped with significant challenges related to relocation and other traumatic experiences.

The project posits that XR tools can be employed to assist these women in acquiring new language skills. The central objective is to establish an XR environment that alleviates additional anxieties associated with Foreign Language Learning (FLL). By offering a broader array of realistic and engaging scenarios, these XR learning environments can facilitate practical activities. Such environments enable students to familiarize themselves with the nuances of language use and develop proficiency beyond the confines of a classroom setting. This approach emphasizes language application rather than rote memorization of closed-system rules.

Moreover, the work focuses on standardizing terminology and methodologies through comprehensive literature and Internet research. Finally, the report highlights the latest advancements in Poland concerning the discussed issue.

Keywords: extended reality, language teaching tools, foreign language teaching, virtual reality, augmented reality, inclusiveness in teaching, digitalization


Introduction

Recent years have witnessed a significant expansion in digital technologies and their rapid integration into everyday life and learning, to the extent that scholars might encounter difficulties in understanding what Extended Reality (XR) technologies are and how they can be applied in language education. With substantial investments in immersive technologies and Zuckerberg’s 2021 push for the Metaverse (Rospigliosi, 2022), schol- ars anticipate a further surge in XR technology adoption in the 2020s. The challenge of defining immersive technologies, like extended reality (XR), is not unique.

For the purpose of this article, extended reality (XR) refers to three distinct realities: virtual reality (VR), augmented reality (AR), and mixed reality (MR). Additionally, Mo- bile-Assisted Language Learning (MALL) has rapidly expanded due to the advancement of new technologies and the prevalence of smartphones. Educators and researchers have conducted empirical MALL research (e.g., Rosell-Aguilar, 2017) and advocated for the utilization of mobile tools in English Language Education (ELE), such as instant mes- saging apps. However, it is Extended Reality (XR) technologies that seamlessly blend the physical and digital worlds, making them increasingly accessible and available to the general public.

The most frequently cited definition of AR is presented in Azuma’s work (1997), where “Augmented reality is a field in which 3D virtual objects are integrated into a 3D real environment in real-time.” AR is categorized into two types: location-based AR and vision-based AR. Location-based AR employs GPS-enabled mobile devices to track dis- tances between locations. Location data can be combined with information from GPS, gyroscope, compass, or camera to provide insights into the physical environment.

Regarding VR, it immerses users in a fully simulated environment that substitutes the actual physical world. Furthermore, 360-degree media, including images and videos, can be experienced in VR and is frequently used by developers to deliver immersive content. On the other hand, MR allows the integration of real and virtual environments through the use of tools.

XR technologies offer three types of immersion: fully immersive, semi-immersive, and non-immersive. Fully immersive content requires specialized devices like VR HMDs (Head-Mounted Displays) to immerse users in virtual environments by blocking external information. Non-immersive content, however, does not require special devices; it utilizes mobile and desktop screens and represents the lowest level of immersion. Semi-immer- sive content falls between the two, using a real environment or equipment connected to a desktop screen to enhance immersion without excluding external information.

A primary advantage of XR tools is their capacity to provide immersive experiences that enable users to naturally and intuitively interact with virtual objects. VR facilitates complete immersion in virtually any environment. In contrast, AR overlays digital information onto the real world, enabling the creation of interactive experiences that

enhance real-life situations. For instance, a mechanic could use AR glasses to view digital overlays of an engine, highlighting components and offering repair instructions. In education, AR could animate textbooks by enabling students to explore 3D models of complex concepts interactively. As the term suggests, MR combines VR and AR elements for a more immersive experience. MR allows users to seamlessly interact with virtual objects integrated into the real world, a level of interaction unattainable with traditional screen-based interfaces.

Creating interactive educational content has always posed challenges. An essential concern is adaptive or intelligent learning systems. Many teachers are hindered by lim- ited access to instructional designs. This refers to the scarcity of VR/AR materials, with no guarantee that these materials align with students’ learning objectives. Additionally, ensuring VR content interoperability across platforms is challenging, often leading to proprietary solutions owned by organizations or individuals. Another challenge is that while many studies and reviews of educational XR technology use exist in the literature, few, if any, elucidate the various approaches available to average teachers for crafting XR educational materials.

One study investigated the VR market for educational and training applications across domains from 2019 to 2021 using the online store of a major VR HMD player, Oculus. Results revealed that over half of the available applications were free, with most being in English. The top-rated applications spanned nature, space, medicine, art, and history domains. From a language teaching perspective, the authors of this article conducted research into the most popular XR solutions and sought to identify those most suitable for Foreign Language Learning (FLL).


Establishing XR solutions and their application in the Polish context

Using XR solutions in Foreign Language Learning (FLL) has been actively promoted by scholars and app developers across Europe, Asia, and North America. Since the onset of the COVID-19 pandemic, educational institutions, among others, have been compelled to transition to an online environment. This shift has facilitated the development of alternative educational methods beyond traditional classrooms. While some dissenting voices exist, many content creators have praised XR solutions for their numerous advantages, including:

  1. Improved retention rates;

  2. Enhanced Learner Engagement (ELE)

  3. Boosted confidence.

According to the popular English language and culture blog FluentU, the four most popular VR tools are VirtualSpeech, AltspaceVR, Immersive VR Education, and ClassVR. The blog also recognizes Mondly, a leading online language learning platform that en- ables over 100 million students from 190 countries to learn 41 languages, as one of the top solutions. Launched in 2014, Mondly has quickly gained recognition as a prominent brand in the mobile space, securing the top spot in education, according to the company’s

marketing material. Further research uncovered other apps and solutions that appear in search engine results from Poland. Google Trends™ highlights the following top searches:

  1. Mondly AR

  2. Babbel

  3. Duolingo

  4. Polyglot

  5. Quizlet

  6. Kahoot

  7. Wordwall

  8. Babadum.

    This appears promising, at least in theory. Teaching experts also refer to Polish state educational laws that define education as:

These elements form a circle of three factors, which complement themselves and do not prevent the respondents from furthering themselves in the job market.


Q2: Do you have easy access to technology? If so, what is the most commonly used one?

All participants have smart devices including tablets, smartphones, and laptop access. The Refugee House provides Wi-Fi, which gives them internet access. All three are used for:

  1. Entertainment

  2. Communication

  3. Learning.


Q3: Do you agree with the statement that learning a foreign language will improve your position in the local labor market? Please rate on a scale of 1 (not at all) – 5 (very much)

All participants pointed to 5 on the provided scale.


Q4: Have you experienced second language learning through technology?

All participants have had contact with language learning apps, that are downloadable from Google Play. For the most part, these are apps that are free to use. When presented with XR solutions, ANNs, and Chat GPT-4, only one participant was familiar with Mondly and GPT-4.


Q5: Do you perceive any disadvantages or complications associated with language learning through technology?

Two participants had nothing to say in the matter. Five participants stated that the complication may arise due to a lack of discipline, that a regular classroom provides, that is being forced to have a deadline and present results. Three participants claimed that they would feel less anxious in such a setting. In comparison, the 20–29 age group participants claimed that they would not accept such settings, as they need contact with a real environment and not an XR environment. The 40–49 participants also noted that, if encouraged to work with technology, they would prefer to use a laptop and not a smart- phone as this was more familiar to them.


Q6: What kinds of technology have you used regarding second language learning?

All participants pointed to simple apps that they could use on their mobile devices.

XR was not familiar to them.

Q7: If offered, would you consider pursuing learning a second language in an Extended Reality setting? Please answer on a scale of 1 (definitely no) to 5 (absolutely yes).

Five participants answered 5 on the scale, however, they mentioned that this cannot be in by itself, but must be accompanied by meetings face-to-face. Three participants de- clared 3, while two participants provided a 1. The 5 scale respondents indicated that this was a good way to reach out to women with small children as it could allow them to not keep to a schedule and decide when and where they could focus on their language learning.


Q8: Is there any software or hardware that you would like to use more often during language learning?

Only the 5 participants insisted on using a laptop, while all the rest were fine with using accessible technology, providing that it would be free to use or accessible through acceptable funds. Here they mentioned the elements discussed in Q1.

The interview participants do use technology, however a need for actual contact with the language is needed. XR solutions may only be an addition to conventional teaching. These are the main points that the authors took from the focus group.


Conclusions

Extended Reality (XR) technologies, encompassing Virtual Reality (VR), Augmented Re- ality (AR), and Mixed Reality (MR), have the potential to create inclusive and immersive language learning environments, especially for refugee women and women with fewer opportunities who encounter various difficulties. Language barriers, unequal treatment, and financial instability are among the key challenges faced by these women in Poland. The XR environments can provide interactive and engaging language learning experiences that help improve language skills and enhance confidence, ultimately leading to improved job prospects and integration into society.

Results of a questionnaire addressed to Polish language teachers indicate that there is a growing interest among them in the use of XR technologies. Nevertheless, Polish teachers claim to have limited experience with XR tools and that there is a need for more training to take full advantage of such technologies.

Refugee women and women with fewer opportunities have access to technology mainly through smartphones and laptops, which can be useful tools for learning and communication, however, some problems could be encountered in terms of the avail- ability of hardware and access to the Internet. Moreover, the focus group revealed that XR tools should be seen as complementary to conventional methods, as the participants value face-to-face interaction and traditional classroom settings. Other issues connected with the usage of XR technologies in education would include problems with financing and a lack of standardized methodologies and training materials for language teachers.

The article underlines the potential of XR technologies to create inclusive and immersive language learning environments, particularly for refugee women and women with fewer opportunities. However, it also highlights the importance of addressing various issues

such as financial constraints, lack of training, and the need for balanced approaches that combine XR technologies with traditional teaching methods.


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Streszczenie

Tworzenie zestawów narzędzi XR w celu wspierania włączającego środowiska do nauki języków obcych (FLL) w celu wzmocnienia pozycji uchodźczyń w nowych warunkach

Celem niniejszego artykułu jest zidentyfikowanie optymalnych narzędzi XR do kultywowania integracji w klasie drugiego języka, które znają i z powodzeniem stosują polscy nauczyciele języka i z których chciałyby korzystać uchodźczynie z Ukrainy. Raport opiera się na projekcie mającym na celu zniwelowanie znacznej przepaści między uchodźczyniami oraz kobietami z mniejszymi szansami w zakresie edukacji językowej. Uznaje się, że kobiety stojące przed mniejszymi szansami (takie jak: migrantki, uchodźczynie i osoby ubiegające się o azyl) już poradziły sobie z poważnymi wyzwaniami związanymi z relokacją i innymi traumatycznymi doświadczeniami. Projekt zakłada, że narzędzia XR mogą być wykorzystane do pomocy tym kobietom w zdobywaniu nowych umiejętności językowych. Głównym celem jest stworzenie środowiska XR, które łagodzi dodatkowe obawy związane z nauką języków obcych (FLL). Oferując szerszy wachlarz realistycznych i angażujących scenariuszy, te środowiska edukacyjne XR mogą ułatwić praktyczne działania. Takie środowiska umożliwiają uczniom zapoznanie się z niuansami użycia języka i rozwijanie biegłości poza salą lekcyjną. Podejście to kładzie nacisk na zastosowanie języka, a nie rutynowe zapamiętywanie reguł zamkniętego systemu.

Co więcej, praca koncentruje się na standaryzacji terminologii i metodologii poprzez kompleksowe badania literatury i internetu. Wreszcie, raport podkreśla najnowsze osiągnięcia w Polsce dotyczące omawianego zagadnienia.


Słowa kluczowe: nauczanie języków obcych, dydaktyka języków obcych, wirtualna rzeczywistość, augmentowana rzeczywistość, inkluzywność w nauczaniu, cyfryzacja