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VocabulARy: Learning Vocabulary in AR Supported by Keyword Visualisations

Maheshya Weerasinghe, Verena Biener, Jens Grubert, Aaron J Quigley, Alice Toniolo, Klen Čopič Pucihar, Matjaž Kljun

TL;DR

The paper addresses vocabulary learning by embedding words in real-world context through AR. It introduces VocabulARy, which annotates objects with English and Japanese translations and adds a keyword with animated visualisation, comparing AR and tablet interfaces and keyword vs keyword+visualisation instructions. Results show AR improves immediate recall, reduces mental effort, and speeds task completion; keyword+visualisation further enhances immediate and delayed recall as well as learning efficiency compared with the keyword-only approach. The findings support in-situ AR and mnemonic visualisations as effective tools for vocabulary acquisition and provide design guidance for scalable, context-aware language learning systems.

Abstract

Learning vocabulary in a primary or secondary language is enhanced when we encounter words in context. This context can be afforded by the place or activity we are engaged with. Existing learning environments include formal learning, mnemonics, flashcards, use of a dictionary or thesaurus, all leading to practice with new words in context. In this work, we propose an enhancement to the language learning process by providing the user with words and learning tools in context, with VocabulARy. VocabulARy visually annotates objects in AR, in the user's surroundings, with the corresponding English (first language) and Japanese (second language) words to enhance the language learning process. In addition to the written and audio description of each word, we also present the user with a keyword and its visualisation to enhance memory retention. We evaluate our prototype by comparing it to an alternate AR system that does not show an additional visualisation of the keyword, and, also, we compare it to two non-AR systems on a tablet, one with and one without visualising the keyword. Our results indicate that AR outperforms the tablet system regarding immediate recall, mental effort and task completion time. Additionally, the visualisation approach scored significantly higher than showing only the written keyword with respect to immediate and delayed recall and learning efficiency, mental effort and task-completion time.

VocabulARy: Learning Vocabulary in AR Supported by Keyword Visualisations

TL;DR

The paper addresses vocabulary learning by embedding words in real-world context through AR. It introduces VocabulARy, which annotates objects with English and Japanese translations and adds a keyword with animated visualisation, comparing AR and tablet interfaces and keyword vs keyword+visualisation instructions. Results show AR improves immediate recall, reduces mental effort, and speeds task completion; keyword+visualisation further enhances immediate and delayed recall as well as learning efficiency compared with the keyword-only approach. The findings support in-situ AR and mnemonic visualisations as effective tools for vocabulary acquisition and provide design guidance for scalable, context-aware language learning systems.

Abstract

Learning vocabulary in a primary or secondary language is enhanced when we encounter words in context. This context can be afforded by the place or activity we are engaged with. Existing learning environments include formal learning, mnemonics, flashcards, use of a dictionary or thesaurus, all leading to practice with new words in context. In this work, we propose an enhancement to the language learning process by providing the user with words and learning tools in context, with VocabulARy. VocabulARy visually annotates objects in AR, in the user's surroundings, with the corresponding English (first language) and Japanese (second language) words to enhance the language learning process. In addition to the written and audio description of each word, we also present the user with a keyword and its visualisation to enhance memory retention. We evaluate our prototype by comparing it to an alternate AR system that does not show an additional visualisation of the keyword, and, also, we compare it to two non-AR systems on a tablet, one with and one without visualising the keyword. Our results indicate that AR outperforms the tablet system regarding immediate recall, mental effort and task completion time. Additionally, the visualisation approach scored significantly higher than showing only the written keyword with respect to immediate and delayed recall and learning efficiency, mental effort and task-completion time.
Paper Structure (33 sections, 2 equations, 6 figures, 1 table)

This paper contains 33 sections, 2 equations, 6 figures, 1 table.

Figures (6)

  • Figure 1: Custom-made image markers.
  • Figure 2: Study design and conditions.
  • Figure 3: Means with standard deviation and ANOVA results for: (a) immediate recall performance in percentage of correctly remembered words; (b) delayed recall performance in percentage of correctly remembered words; (c) Mental effort.
  • Figure 4: Means with standard deviation for: (a) Motivation before starting the experiment and Mann–Whitney U test results; (b) SUS score and Mann–Whitney U test results; (c) UEQ factors (pragmatic and hedonic) and all item/question together (overall) with Mann–Whitney U test results.
  • Figure 5: Means with standard deviation and ANOVA results for: (a) Task-completion-time in seconds; (b-c) immediate recall and delayed recall learning efficiency.
  • ...and 1 more figures