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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Workshops, Los Angeles, USA, March</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Personalizing VR Educational Tools for English Language Learners</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Michael J. Lee</string-name>
          <email>mjlee@njit.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Adam Spryszynski</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Eric Nersesian</string-name>
          <email>nersesian@njit.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>New Jersey Institute of Technology Newark</institution>
          ,
          <addr-line>New Jersey</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Virtual Reality; Personalization; English Language Learners; Education</institution>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Human-Centered Computing → Virtual Reality; User Models; Interactive Systems and Tools; • Social and Professional Topics → K-12 Education</institution>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2019</year>
      </pub-date>
      <volume>20</volume>
      <issue>2019</issue>
      <abstract>
        <p>Virtual Reality (VR) provides a unique opportunity for non-native speakers of a language to learn within an immersive platform. This may be particularly useful for English Language Learners (ELLs), who may face many dificulties learning English and acclimating to their new environment and culture. However, many current educational tools use a static, one size-fits-all approach to teach students. We believe that empirical research in VR pedagogy-specifically focused on how to personalize and adapt to, and support second language learners (e.g., ELLs) in these interactive and immersive systems-is an important step in providing educational equity to those that may easily fall behind their peers due to cultural and language barriers. In this paper, we discuss the current state of ELL education, and propose personalized and adaptable VR educational tools to help reach a wide range of users with diferent skills, abilities, and needs.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>CCS CONCEPTS</title>
    </sec>
    <sec id="sec-2">
      <title>INTRODUCTION</title>
      <p>
        Virtual reality (VR) is becoming increasingly accessible to a wider
audience as hardware becomes more afordable and users can utilize
their existing devices (e.g., mobile phones) to drive applications [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
Moreover, VR content has significantly improved, showing
remarkable promise for collaboration [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ], simulation, and particularly
in education [
        <xref ref-type="bibr" rid="ref18 ref2">2, 18</xref>
        ]. VR provides strong content immersion [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ],
allowing learners to interact directly with simulations and focus
on the information presented to them, enabling a new educational
medium that can fundamentally change how ideas are shared and
experienced. With these advancements in content and cost, K-12
IUI Workshops’19, March 20, 2019, Los Angeles, USA
Copyright © 2019 for the individual papers by the papers’ authors. Copying permitted
for private and academic purposes. This volume is published and copyrighted by its
editors.
schools have begun to adopt these technologies as ways to engage
their students with course materials [
        <xref ref-type="bibr" rid="ref16 ref23">16, 23</xref>
        ]. However, although
the number of educational VR applications are increasing, they
typically provide an non-ideal, one-size-fits-all experience for both
content and types of learners.
      </p>
      <p>
        One particular group of learner that may particularly benefit
from the immersive nature of VR are second language learners (see
Figure 1) [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ]. For example, in the USA, K-12 (primary) schools
spend an enormous amount of resources (e.g., providing specialized
classes, customized lessons or educational content, multi-lingual
instructors, and translators) in serving English Language Learners
(ELLs) [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ], helping students learn English and get acclimated to
the culture. ELLs are well studied within the education research
community, but to a lesser extent in educational technology and
VR communities. We believe that ELLs are an important user group
to consider when designing educational VR applications because
many will need additional support to succeed academically,
educational policy typically requires fair access to all users, and solutions
created for this group may be applicable and beneficial to a wider
audience of users.
      </p>
      <p>
        As these VR resources become more available to the masses, it
has the potential to reach a wide range of users with diferent skills,
abilities, and needs—especially those in under-served or
underrepresented groups—so a static one-size-fits-all approach will not work
for everyone. We believe that empirical research in VR pedagogy—
specifically focused on how to personalize and adapt to [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ], and
support second language learners (such as ELLs) in these
interactive and immersive systems—is an important step in providing
educational equity to those that may easily fall behind their peers
due to cultural and language barriers. This paper highlights the
importance of thinking about secondary users of a system, and
providing interventions and personalization to help them succeed.
2
2.1
      </p>
    </sec>
    <sec id="sec-3">
      <title>RELATED WORK</title>
    </sec>
    <sec id="sec-4">
      <title>School Support for English Language</title>
    </sec>
    <sec id="sec-5">
      <title>Learners</title>
      <p>
        ELLs can face a variety of issues in learning a new language that
can benefit from a personalized approach [
        <xref ref-type="bibr" rid="ref13 ref15">13, 15</xref>
        ]. It is dificult to
enumerate the diferent types of ELLs as they may be facing
issues beyond linguistic and cultural integration. For example, some
ELLs may be facing interrupted formal education [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], a lack of
literacy skills in their native language [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], or even active or recent
refugee status [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ]. These types of issues put these ELL students
behind their peers in academic readiness and achievement.
Educational researchers currently agree that efective teaching for second
language acquisition (i.e., English for ELLs) should be based on
language development instruction combined with opportunities for
second language usage [
        <xref ref-type="bibr" rid="ref15 ref5">5, 15</xref>
        ]. However, due to ELL students’
diverse situational needs, the exact balance between direct instruction
and learning through supplemental and complementary sources
(such as online tutorials or mobile applications) is unknown [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ].
      </p>
      <p>
        Recognizing the difering needs of the diverse population of
ELLs, there are a variety of programs that K-12 schools in the
United States (US) (and other countries such as the United
Kingdom) use across the country [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. There is typically an intense
introductory program for newcomers, lasting for approximately
3 semesters (1.5 academic years), intended to familiarize students
with the cultural and educational routines of the country, region,
and local community [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. Next, schools place these students in
a longer-term English Language Development program for the
remainder of their public education. Transitional Bilingual
Education (TBE) programs begin by teaching curriculum in the students’
native language alongside English development, while reducing
bilingual support as students develop proficiency in English. TBE
is commonly integrated with a Sheltered Instruction (SI) approach
where students learn core curriculum subjects via English
instruction that has been adjusted for their language needs [
        <xref ref-type="bibr" rid="ref13 ref6">6, 13</xref>
        ]. Some
schools also opt to use Developmental Bilingual Education (DBE)
programs, which instruct students in both English and their native
language, aiming to integrate students while preserving their
culture and language [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. However, while these method ofer some
level of personalization (e.g., there is a teacher or translator helping
students with language instruction), school districts may not be
able to hire enough instructors to support all the students and/or
the languages they speak. Also, language instructors must have
knowledge of the school topics being covered, and/or spend
significant amounts of time with instructors to learn and translate the
lessons beforehand.
2.2
      </p>
    </sec>
    <sec id="sec-6">
      <title>Technological Support for English</title>
    </sec>
    <sec id="sec-7">
      <title>Language Learners</title>
      <p>
        Educational researchers have examined how diferent technological
solutions can help ELLs with their transition into learning English.
Lopez used interactive white boards for an implementation of a
digital learning classroom and raised ELL student achievement to
performance parity with the rest of the class [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ]. Liu et al. found
that the use of mobile technology by ELLs transitioning from a
bilingual to SI approach provided numerous benefits, including
M.J. Lee et al.
helping students: learn content and language, receive individual
instructional support, and increase engagement [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ]. Other research
focuses on games and virtual/digital worlds. Chen explored adult
ELL’s use of an immersive digital world, "Second Life," for
second language acquisition and found that the conspicuous features,
immersion, and sense of tele- and co-presence within the game
helped to engaged ELLs with the content [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Similarly, Zheng et
al. investigated the efects of avatar embodiment, collaboration,
and afordances of a virtual world, finding that ELLs with diverse
language background preferred virtual environments that used
minimal text/spoken language [
        <xref ref-type="bibr" rid="ref34">34</xref>
        ]. Finally, Freeman explored how a
digital math application, Help Math, impacted ELL students’
mathematical capabilities by using an interactive visualization to make
associations between words and their meanings, concluding that
"digital student directed learning environments, content, and tools
must be purposefully designed and sensitive to diversity, in
order to efectively redress academic inequalities and improve ELLs’
learning outcomes" [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. Her study highlights the importance of
designing educational technologies with an explicit connection
between the technology (HELP Math), content (math), educational
approach (SI), and context (secondary ELL). These studies
demonstrate the benefits of using virtual spaces and tools for education,
and suggest that they might transition well into VR applications
for ELL education.
3
      </p>
    </sec>
    <sec id="sec-8">
      <title>PROPOSAL</title>
      <p>In this paper, we propose adding personalization in VR educational
tools for language learning and cultural acclimation. We believe
that this would work best with the Transitional Bilingual
Education style of programming with Sheltered Instruction. This would
provide learners with a fully immersive world about specific school
topics, that can be personalized and automatically adapt to their
changing needs and skill level of their first and second languages.
Non ELLs can also benefit by learning from a fully immersive and
interactive world, and can conversely explore other languages within
the context of the program.</p>
      <p>
        Personalization can occur through information provided by the
user that can generate a general user model (e.g., personality traits).
Personality traits have shown to be a suitable general user model
as it characterizes a person’s thoughts, feelings, social adjustments,
and behaviors, which subsequently influences their expectations,
self-perceptions, values, attitudes, and their reactions to others,
problems, and stress [
        <xref ref-type="bibr" rid="ref19 ref32">19, 32</xref>
        ]. Ideally, existing data sources could
include single-sign on connections to users’ social media accounts.
Past work in this area has demonstrated that user-generated content
from social networking services (e.g., Facebook [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], Twitter [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ],
and Instagram [
        <xref ref-type="bibr" rid="ref11 ref9">9, 11</xref>
        ]) can predict users’ personality and
preferences. These sites are typically configured in the users’ first or
preferred language, and may include culturally relevant information
that can help with the VR educational tool. Posts can also indicate
reading/writing level and the users’ command of specific languages.
Moreover, Ferwerda et al. have shown that even restricted Facebook
accounts (that severely limit the amount of information provided)
can be used to relaibly infer personality traits by by examining
whether/which profile sections are disclosed by the user [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
Personalizing VR Educational Tools for ELLs
Personalization can also occur based on users’ performance over
time. For example, spaced repetition is a learning principle that
depends on variable time intervals between reviews of previously
learned content for increased learning [
        <xref ref-type="bibr" rid="ref31">31</xref>
        ]. This technique is
common in language learning due to being well-suited for
accumulating large vocabularies but is not limited to it [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. The Leitner
System [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] and SuperMemo [
        <xref ref-type="bibr" rid="ref33">33</xref>
        ] are some common
implementations of spaced repetition. Existing applications use this technique
to teach Cartesian product and relationships, highlighting the role
of classification and categorization of content [
        <xref ref-type="bibr" rid="ref30">30</xref>
        ]. Additionally,
implementation of spaced repetition in games and mobile
learning, validate the flexibility that this technique afords in adapting
to diferent platforms [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ]. Modern approaches in this area
depend on using machine learning and data science for personalized
learning [
        <xref ref-type="bibr" rid="ref31">31</xref>
        ]. Existing algorithms can be implemented in adaptive
learning scenarios [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. The efectiveness of spaced repetition in
language acquisition settings, along with prior research in ELLs’
interactions with immersive systems (e.g., [
        <xref ref-type="bibr" rid="ref3 ref34">3, 34</xref>
        ]), are good
indicators of the potential for using it in personalizable VR applications
for English language learners.
      </p>
      <p>As more people turn to new connected and immersive
technology to learn new skills, there will be an increasing need for systems
to understand and adapt to the needs of their users. We believe
that personalizing and adapting content in VR instruction can lead
to extensive benefits for learners. This is especially true for ELLs,
who might not have complete command of a specific language,
but can use another language and visual/tactile cues within VR to
transition naturally from their first language to another. VR has
limitless potential to place learners into an immersive world, and
we hope that further research can help inform the next generation
of engaging and efective VR educational tools.</p>
    </sec>
    <sec id="sec-9">
      <title>ACKNOWLEDGMENTS</title>
      <p>This work was supported by Oculus Education. Any opinions,
findings, conclusions or recommendations are those of the authors and
do not necessarily reflect the views of Oculus Education.</p>
    </sec>
  </body>
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