With the deep integration of information technology and education,virtual reality technology represented by human-computer interaction has gradually attracted the attention of different scholars and institutions at home and abroad.How to effectively apply information technology to subject teaching is a hot research topic at present.In order to improve the current situation of learners’lack of interest in learning and weak language environment in the development of primary School English teaching,and make learners have the willingness to learn language,so as to narrow the gap between the"real second language self"and the"ideal or should second language self",and then stimulate the motivation of second language learning[1].In this study,virtual reality technology is applied to primary school English teaching,enabling learners to complete real-time interaction of various senses with the help of HTC Vive sensing device in the virtual English situation,and then improving students’learning interest and learning effect through gamification learning form,and discussing the achieved teaching effect and potential value through practice.It can not only promote the diversified development of English learning forms,but also provide reference for the application of virtual reality technology in English education.In this study,85 pupils from two classes of grade five in a primary school in Nanchang were randomly divided into experimental class and control class.By using literature research method,questionnaire survey method,experimental research method,observation method,etc.,a game named"Lucky Planet"was designed and applied to primary School English teaching with Unit3 My School Calendar as the main content,and the teaching design was carried out based on the Knowledge system of English subject.After the teaching practice,a comparative analysis was conducted on the learning interest,learning performance and knowledge retention effect of different groups of learners before and after the experiment to verify the scientific hypothesis that VR educational games can improve the learning interest,learning performance and knowledge retention effect.The main conclusions are as follows:1、The application of VR technology in primary school English teaching can enable students to quickly enter the role and effectively improve the dull feeling caused by inflexibility and indoctrination in English learning.So that learners can actively explore when acquiring English knowledge and complete the construction of new knowledge.2、By applying VR English education games to primary school English teaching,it is found through immediate in-class test that compared with traditional classroom,this method can have a certain positive impact on students’scores.3、After one week of the experiment,the experimental class was tested again.This study found that the immersion brought by VR English education games in English teaching had no significant positive effect on students’long-term memory. |