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Development of an Augmented Reality-Based English Language Learning App for Secondary Schools in Maiduguri, Borno State

  • Project Research
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  • NGN 5000

Background of the study
English language proficiency is critical for academic success and global competitiveness. In Maiduguri, Borno State, secondary schools face challenges in delivering effective English language instruction using traditional methods. An Augmented Reality (AR)-based English language learning app offers an innovative solution by overlaying digital content onto the physical environment to create immersive, interactive learning experiences. This app can incorporate real-time translations, vocabulary games, interactive dialogues, and contextual scenarios that enable students to practice language skills in a simulated real-world context (Adeola, 2023; Ibrahim, 2024). AR technology enhances engagement by allowing learners to visualize abstract grammatical concepts, interact with 3D models of objects, and participate in virtual role-playing scenarios. Such interactive learning can cater to diverse learning styles and improve retention through experiential learning. However, high development costs, technical infrastructure challenges, and a lack of teacher training in AR applications may impede its successful implementation. This study aims to develop an AR-based English language learning app tailored for secondary schools in Maiduguri, evaluate its impact on student language proficiency and engagement, and propose strategies to overcome technical and pedagogical barriers (Chinaza, 2023).

Statement of the problem
Secondary schools in Maiduguri, Borno State, face difficulties in engaging students with conventional English language instruction methods, which often rely on rote learning and lack interactivity. The absence of immersive, interactive educational tools results in low language retention and minimal practical application of English skills. Although AR-based learning applications offer a promising alternative by providing contextual, real-time language practice, their adoption is limited by high initial development costs, technical challenges in ensuring smooth AR experiences, and insufficient teacher training. Inconsistent internet connectivity and limited access to modern devices further reduce the effectiveness of such apps. These issues create a gap between the potential benefits of AR technology and its practical application in enhancing English language learning among secondary school students. This study seeks to address these challenges by evaluating the effectiveness of an AR-based English learning app, identifying technical and operational hurdles, and proposing optimization strategies to ensure a seamless integration into the secondary school curriculum (Ibrahim, 2024; Adeola, 2023).

Objectives of the study
• To develop an AR-based English language learning app for secondary schools.
• To evaluate its effectiveness in improving language proficiency and student engagement.
• To identify and overcome technical and pedagogical challenges.

Research questions
• How does AR technology enhance English language learning?
• What technical barriers affect the app’s performance?
• How can teacher training and digital infrastructure be improved for effective use?

Significance of the study
This study is significant as it explores the use of AR to revolutionize English language instruction, potentially leading to improved language proficiency and greater student engagement in secondary schools in Maiduguri (Adeola, 2023; Ibrahim, 2024).

Scope and limitations of the study
The study is confined to the development and evaluation of an AR-based English learning app in secondary schools in Maiduguri, Borno State. Limitations include high costs, connectivity issues, and teacher training challenges.

Definitions of terms
Augmented Reality (AR): Technology that overlays digital information onto the physical world.
English Language Learning: The process of acquiring proficiency in the English language.
Interactive Learning: Educational methods that actively involve students in the learning process.





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