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ORED Small Grant Evaluation of Beginner Sign Language Through Virtual Reality Pretest-posttest design with ASL 101 students VR sessions teach ASL fingerspelling in an interactive environment Zoom sessions with researchers using personalized VR Google Cardboard headsets Measure ASL knowledge/retention and motivation Analyze pre-post test differences in the mean scores of study measures We anticipate VR will provide an improved learning environment for the complex characteristics of ASL as a visuo-spatial language Motivation for learning will increase due to the novelty of a VR environment and personal use features Retention of fingerspelling will increase due to increased motivation VR has 3D signs that textbook modalities compress to 2D PROJECT TIMELINE IRB approved – March 30, 2021 Software developed – August 2021 ASL 101 student sample – Fall 2021 Complete data collection – Oct 2021 Analyses – Nov 2021 Project completion – Dec 31, 2021 Final Report submitted before March 2022 Darrin Griffin, PI; Sydney Burkhart, MA student, Univ. of Memphis; Fareed Bordbar, Post-doc Researcher; Elizabeth Tagg, MA student Figure 1. Software Logo Figure 2. Google Cardboard Headsets Figure 3. VR Environment Prototype American Sign Language (ASL) is the 3rd most taken foreign language in US universities – there are few resources for learning ASL and fingerspelling Meta-analytic research has demonstrated the effectiveness and usefulness of Virtual Reality (VR) for learning achievement, motivation and retention The ultimate applied goal of this study is to provide students with Dactylo software (Figure 1 & 3) developed by this team that is compatible with Google Cardboard VR (Figure 2) to aid in educational achievement, motivation, and language fluency development for learning ASL PURPOSE & OBJECTIVES RESEARCH DESIGN ANTICIPATED OUTCOMES

ORED Small Grant Evaluation of Beginner Sign Language

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Page 1: ORED Small Grant Evaluation of Beginner Sign Language

ORED Small GrantEvaluation of Beginner Sign Language Through Virtual Reality

• Pretest-posttest design with ASL 101 students

• VR sessions teach ASL fingerspelling in an

interactive environment

• Zoom sessions with researchers using

personalized VR Google Cardboard headsets

• Measure ASL knowledge/retention and motivation

• Analyze pre-post test differences in the mean

scores of study measures

• We anticipate VR will provide an improved learning environment for the complex characteristics of ASL as a visuo-spatial language

• Motivation for learning will increase due to the novelty of a VR environment and personal use features

• Retention of fingerspelling will increase due to increased motivation

• VR has 3D signs that textbook modalities compress to 2D

PROJECT TIMELINE

• IRB approved – March 30, 2021

• Software developed – August 2021

• ASL 101 student sample – Fall 2021

• Complete data collection – Oct 2021

• Analyses – Nov 2021

• Project completion – Dec 31, 2021

• Final Report submitted before March 2022

Darrin Griffin, PI; Sydney Burkhart, MA student, Univ. of Memphis; Fareed Bordbar, Post-doc Researcher; Elizabeth Tagg, MA student

Figure 1. Software Logo

Figure 2. Google Cardboard Headsets

Figure 3. VR Environment Prototype

• American Sign Language (ASL) is the 3rd most taken foreign language in US universities – there are few resources for learning ASL and fingerspelling

• Meta-analytic research has demonstrated the effectiveness and usefulness of Virtual Reality (VR) for learning achievement, motivation and retention

• The ultimate applied goal of this study is to provide students with Dactylo software (Figure 1 & 3) developed by this team that is compatible with Google Cardboard VR (Figure 2) to aid in educational achievement, motivation, and language fluency development for learning ASL

PURPOSE & OBJECTIVES

RESEARCH DESIGN

ANTICIPATED OUTCOMES