This study presents the design and linguistic development of ESP-XR, an Augmented Reality (AR)-based mobile application aimed at supporting the acquisition of domain-specific language in Business, Medical, and Legal English. Grounded in Mobile-Assisted Language Learning (MALL), the project integrates a situational syllabus with a Task-Based Approach (TBA) to foster authentic communication and learner engagement. The Business English module is outlined in detail, including the process of defining learning objectives and designing a syllabus tailored for a B2-level audience. Drawing on corpus-informed methods, authentic materials were adapted to create interactive dialogues and AR-based vocabulary tasks aiming to enhance vocabulary retention through embodiment and gamification. While challenges were encountered— particularly in identifying concrete AR-representable items and maintaining textual authenticity—this study outlines the potential of AR-enhanced tools to promote immersive ESP learning.
(2026). Designing material for ESP-XR: An augmented reality-based mobile application for English for specific purposes learning [journal article - articolo]. In INTERNATIONAL JOURNAL OF LANGUAGE STUDIES. Retrieved from https://hdl.handle.net/10446/336585
Designing material for ESP-XR: An augmented reality-based mobile application for English for specific purposes learning
Giofre', Valeria
2026-01-01
Abstract
This study presents the design and linguistic development of ESP-XR, an Augmented Reality (AR)-based mobile application aimed at supporting the acquisition of domain-specific language in Business, Medical, and Legal English. Grounded in Mobile-Assisted Language Learning (MALL), the project integrates a situational syllabus with a Task-Based Approach (TBA) to foster authentic communication and learner engagement. The Business English module is outlined in detail, including the process of defining learning objectives and designing a syllabus tailored for a B2-level audience. Drawing on corpus-informed methods, authentic materials were adapted to create interactive dialogues and AR-based vocabulary tasks aiming to enhance vocabulary retention through embodiment and gamification. While challenges were encountered— particularly in identifying concrete AR-representable items and maintaining textual authenticity—this study outlines the potential of AR-enhanced tools to promote immersive ESP learning.| File | Dimensione del file | Formato | |
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