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Removing the distance from distance learning: utilizing augmented reality to integrate virtual reality distance education students into on-campus classrooms

Research Project

Project/Area Number 23K00658
Research Category

Grant-in-Aid for Scientific Research (C)

Allocation TypeMulti-year Fund
Section一般
Review Section Basic Section 02100:Foreign language education-related
Research InstitutionKanda University of International Studies

Principal Investigator

BONNER Euan  神田外語大学, 教育イノベーション研究センター, 講師 (70837989)

Co-Investigator(Kenkyū-buntansha) LEGE Ryan  神田外語大学, English Language Institute, 准教授 (10837991)
Project Period (FY) 2023-04-01 – 2026-03-31
Project Status Granted (Fiscal Year 2023)
Budget Amount *help
¥4,810,000 (Direct Cost: ¥3,700,000、Indirect Cost: ¥1,110,000)
Fiscal Year 2025: ¥260,000 (Direct Cost: ¥200,000、Indirect Cost: ¥60,000)
Fiscal Year 2024: ¥1,040,000 (Direct Cost: ¥800,000、Indirect Cost: ¥240,000)
Fiscal Year 2023: ¥3,510,000 (Direct Cost: ¥2,700,000、Indirect Cost: ¥810,000)
Keywordssocial presence / extended reality / virtual reality / augmented reality / mixed reality / distance learning / CALL / language learning / language education / transactional distance
Outline of Research at the Start

This research examines VR/AR benefits in merging distance learning students with in-person classrooms. A hybrid AR/VR app facilitates group interaction in an AR/VR mixed space. Results will inform future distance education strategies and foster inclusivity for online learners in classrooms.

Outline of Annual Research Achievements

During the first year, the researchers sought out suitable developers to take the in-house developed prototype tool and build it out with the additional features needed for the project. Work proceeded smoothly and upon completion of the out-sourced work, the researchers have continued development of the application tool in-house, and have tested it in limited pilots with a variety of users, including at-home and on-campus students. So far, application appears suitable for use in language classrooms on-campus with at-home student participation. The system was presented at CIBER BL 2024 and feedback obtained, and a paper "A social presence benchmark framework for extended reality (XR) technologies" was published in Computers & Education: X Reality (4).

Current Status of Research Progress
Current Status of Research Progress

2: Research has progressed on the whole more than it was originally planned.

Reason

Development work has gone smoothly with no major bugs or issues preventing work from progressing according to plan thus far. Transition to data collection in 2024 appears to be on schedule once final application features are programmed and implemented.

Strategy for Future Research Activity

Plans for academic year 2024-2025 are to wrap up development and testing and start data collection. We will then make any additional needed changes to the application and perform another round of data collection before publishing findings.

Report

(1 results)
  • 2023 Research-status Report
  • Research Products

    (2 results)

All 2024

All Journal Article (1 results) (of which Peer Reviewed: 1 results,  Open Access: 1 results) Presentation (1 results) (of which Int'l Joint Research: 1 results)

  • [Journal Article] A social presence benchmark framework for extended reality (XR) technologies2024

    • Author(s)
      Lege Ryan
    • Journal Title

      Computers & Education: X Reality

      Volume: 4 Pages: 100062-100062

    • DOI

      10.1016/j.cexr.2024.100062

    • Related Report
      2023 Research-status Report
    • Peer Reviewed / Open Access
  • [Presentation] Bridging Interaction Gaps in LSP Hybrid Learning with AR/VR2024

    • Author(s)
      Bonner, Euan; Lege, Ryan; Roloff Rothman, Jennie
    • Organizer
      7th ISLSP / CIBER BL Conference 2024
    • Related Report
      2023 Research-status Report
    • Int'l Joint Research

URL: 

Published: 2023-04-13   Modified: 2024-12-25  

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