Skip to main content
Log in

Live, play, and learn: Language learner engagement in the immersive VR environment

  • Published:
Education and Information Technologies Aims and scope Submit manuscript

Abstract

The use of immersive virtual reality (iVR) technology creates an infinite set of possibilities for language learners both inside and outside the traditional classroom setting. In contributing a deeper understanding of language education with iVR, the present study explored how low-proficiency level English learners perceived iVR and how iVR benefited language learning. This mixed-method study included qualitative data (screen and in-class recordings, post-interviews) and quantitative data (pre-and posttests, post-surveys). Twenty-five 4th graders in a Korean elementary school participated in this study and the study explored their language learning experiences with an iVR platform, Immerse. Findings showed that the students perceived the activities in iVR as motivating, enjoyable, and useful for learning English. Specifically, the current study investigated students’ behavioral, affective, and cognitive engagement. The results showed that the iVR learning environment had a positive impact on students’ engagement in all three dimensions. The pre- and post-test results indicated that learning outcomes were significantly enhanced after the iVR sessions. The study suggests pedagogical implications to effectively utilize iVR technology for language learning based on the results.

This is a preview of subscription content, log in via an institution to check access.

Access this article

Price excludes VAT (USA)
Tax calculation will be finalised during checkout.

Instant access to the full article PDF.

Fig. 1
Fig. 2
Fig. 3
Fig. 4
Fig. 5
Fig. 6
Fig. 7
Fig. 8

Similar content being viewed by others

Data availability

The current research data are available from the authors upon request.

References

  • Al-Obaydi, L. H., Shakki, F., Tawafak, R. M., Pikhart, M., & Ugla, R. L. (2023). What I know, what I want to know, what I learned: Activating EFL college students’ cognitive, behavioral, and emotional engagement through structured feedback in an online environment. Frontiers in Psychology, 13. https://doi.org/10.3389/fpsyg.2022.1083673

  • Allcoat, D., & Muhlenen, A. (2018). Learning in virtual reality: Effects on performance, emotion, and engagement. Research in Learning Technology, 26, 21–40. https://doi.org/10.25304/rlt

    Article  Google Scholar 

  • Annansingh, A. (2019). Mind the gap: Cognitive active learning in virtual learning environment perception of instructors and students. Education and Information Technologies, 24, 3669–3668. https://doi.org/10.1007/s10639-019-09949-5

    Article  Google Scholar 

  • Balwant, P. T. (2018). The meaning of student engagement and disengagement in the classroom context: Lessons from organisational behaviour. Journal of Further and Higher Education, 42(3), 389–401.

    Article  Google Scholar 

  • Blyth, C. (2018). Immersive technologies and language learning. Foreign Language Annals, 51(1), 225–232. https://doi.org/10.1111/flan.12327

    Article  Google Scholar 

  • Bodzin, A., Junior, R. A., Hammond, T., & Anastasio, D. (2021). Investigating engagement and flow with a placed-based immersive virtual reality game. Journal of Science Education and Technology, 30, 347–360.

    Article  Google Scholar 

  • Chi, M., & Wylie, R. (2014). The ICAP framework: Linking cognitive engagement to active learning outcomes. Educational Psychologist, 49(4), 219–243. https://doi.org/10.1080/00461520.2014.965823

    Article  Google Scholar 

  • Chien, S., Hwang, G. J., & Jong, M. (2020). Effects of peer assessment within the context of spherical video-based virtual reality on EFL students’ english-speaking performance and learning perceptions. Computers & Education, 146, 103751. https://doi.org/10.1016/j.compedu.2019.103751

    Article  Google Scholar 

  • Chun, D. M. (2019). Current and future directions in TELL. Journal of Educational Technology & Society, 22(2), 14–25.

    MathSciNet  Google Scholar 

  • Chun, D. M., Honeiah, K., & Sañosa, D. (2022). Traveling by headset: Immersive VR for language learning. CALICO Journal, 39(2), 129–149. https://doi.org/10.1558/cj.21306

    Article  Google Scholar 

  • Corbin, J., & Strauss, A. (2008). Basics of qualitative research: Techniques and procedures for developing grounded theory. Sage.

  • Dalgarno, B. (2001). Interpretations of constructivism and consequences for computer assisted learning. British Journal of Educational Technology, 32(2), 183–194. https://doi.org/10.1111/1467-8535.00189

    Article  Google Scholar 

  • Dalgarno, B., & Lee, M. J. (2010). What are the learning affordances of 3-D virtual environments? British Journal of Educational Technology, 41(1), 10–32. https://doi.org/10.1111/j.1467-8535.2009.01038.x

    Article  Google Scholar 

  • Di Natale, A., Repetto, C., Riva, G., & Villani, D. (2020). Immersive virtual reality in K-12 and higher education: A 10-year systematic review of empirical research. British Journal of Educational Technology, 51(6), 2006–2033. https://doi.org/10.1111/bjet.13030

    Article  Google Scholar 

  • Dickey, M. D. (2020). Narrative in game-based learning. In J. L. Plass, R. E. Mayer, & B. D. Homer (Eds.), Handbook of game-based learning (pp. 283–304). MIT Press.

  • Dubovi, I. (2022). Cognitive and emotional engagement while learning with VR: The perspective of multimodal methodology. Computers & Education, 183, 104495. https://doi.org/10.1016/j.compedu.2022.104495

  • Dubovi, I., & Tabak, I. (2021). Interactions between emotional and cognitive engagement with science on YouTube. Public Understanding of Science, 30(6), 759–776. https://doi.org/10.1177/0963662521990848

    Article  Google Scholar 

  • Frank, S. M., Bründl, S., Frank, U. I., Sasaki, Y., Greenlee, M. W., & Watanabe, T. (2021). Fundamental differences in visual perceptual learning between children and adults. Current Biology, 31(2), 427–432. https://doi.org/10.1016/j.cub.2020.10.047

    Article  Google Scholar 

  • Fredricks, J. A., Blumenfeld, P. C., & Paris, A. H. (2004). School engagement: Potential of the concept, state of the evidence. Review of Educational Research, 74(1), 59–109.

    Article  Google Scholar 

  • Guan, J. Q., Wang, L. H., Chen, Q., Jin, K., & Hwang, G. J. (2023). Effects of a virtual reality-based pottery making approach on junior high school students’ creativity and learning engagement. Interactive Learning Environments, 31(4), 2016–2032.

    Article  Google Scholar 

  • Han, I. (2021). Immersive virtual field trips and elementary students’ perceptions. British Journal of Educational Technology, 52(1), 179–195. https://doi.org/10.1111/bjet.12946

    Article  Google Scholar 

  • Henrie, C. R., Halverson, L. R., & Graham, C. R. (2015). Measuring student engagement in technology-mediated learning: A review. Computers & Education, 90, 36–53.

    Article  Google Scholar 

  • Hodges, L. (2020). Student engagement in active learning classes. In J. J. Mintzes, & E. Walter (Eds.), Active learning in college science (pp. 27–41). Springer Nature.

  • Hu-Au, E., & Lee, J. J. (2017). Virtual reality in education: A tool for learning in the experience age. International Journal of Innovation in Education, 4(4), 215–226. https://doi.org/10.1504/IJIIE.2017.091481

    Article  Google Scholar 

  • Hwang, G. J., Tu, Y. F., & Chu, H. C. (2023). Conceptions of the metaverse in higher education: A draw-a-picture analysis and surveys to investigate the perceptions of students with different motivation levels. Computers & Education, 203, 104868.

    Article  Google Scholar 

  • Lai, K., & Chen, H. (2023). A comparative study on the effects of a VR and PC visual novel game on vocabulary learning. Computer Assisted Language Learning, 36(3), 312–345. https://doi.org/10.1080/09588221.2021.1928226

    Article  Google Scholar 

  • Lan, Y. J. (2020). Immersion, interaction, and experience-oriented learning: Brining virtual reality into FL learning. Language Learning & Technology, 24(1), 1–15.

    Google Scholar 

  • Lan, Y. J. (2021). Language learning in virtual reality: Theoretical foundations and empirical practices. In Y. J. Lan, & S. Grant (Eds.), Contextual language learning (pp. 1–21). Springer Nature.

  • Lee, S. M. (2022). A systematic review of context-aware technology use in foreign language learning. Computer assisted language learning, 35(3), 294–318. https://doi.org/10.1080/09588221.2019.1688836

    Article  MathSciNet  Google Scholar 

  • Lee, S.-M. (2023). Factors affecting incidental L2 vocabulary acquisition and retention in a game-enhanced learning environment. ReCALL, 35(3), 274–289. https://doi.org/10.1017/S0958344022000209

    Article  Google Scholar 

  • Legault, J., Zhao, J., Chi, Y. A., Chen, W., Klippel, & Li, P. (2019). Immersive virtual reality as an effective tool for second language vocabulary learning. Languages, 4(13), 1–32. https://doi.org/10.3390/languages4010013

    Article  Google Scholar 

  • Li, Y., & Lerner, R. M. (2013). Interrelations of behavioral, emotional, and cognitive school engagement in high school students. Journal of Youth and Adolescence, 42, 20–32.

    Article  Google Scholar 

  • Liu, R., Wang, L., Lei, J., Wang, Q., & Ren, Y. (2020). Effects of an immersive virtual reality-based classroom on students’ learning performance in science lessons. British Journal of Educational Technology, 51(6), 2034–2049.

    Article  Google Scholar 

  • Luan, L., Hong, J. H., Cao, M., Dong, Y., & Hou, X. (2023). Exploring the role of online EFL learners’ perceived social support in their learning engagement: A structural equation model. Interactive Learning Environments, 31(3), 1703–1714. https://doi.org/10.1080/10494820.2020.1855211

    Article  Google Scholar 

  • Mystakidis, S. (2022). Metaverse. Encyclopedia, 2(1), 486–497. https://doi.org/10.3390/encyclopedia2010031

    Article  Google Scholar 

  • Nguyen, A., Jefferies, J., & Rojas, B. (2018). Short term, big impact? Changes in self-efficacy and cultural intelligence, and the adjustment of multicultural and monocultural students abroad. International Journal of Intercultural Relations, 66, 119–129. https://doi.org/10.1016/j.ijintrel.2018.08.001

    Article  Google Scholar 

  • Parmaxi, A. (2023). Virtual reality in language learning: A systematic review and implications for research and practice. Interactive Learning Environments, 31(1), 172–184.

    Article  Google Scholar 

  • Pegrum, M., Hockly, N., & Dudeney, G. (2022). Digital literacies. Routledge.

  • Philp, J., & Duchesne, S. (2016). Exploring engagement in tasks in the language classroom. Annual Review of Applied Linguistics, 36, 50–72.

    Article  Google Scholar 

  • Sadler, R., & Thrasher, T. (2023). XR: Crossing reality to enhance language learning. CALICO, 40(1), i–xi. https://doi.org/10.1558/cj.25517

    Article  Google Scholar 

  • Salas-Pilco, S., Yang, Y., & Zhang, Z. (2022). Student engagement in online learning in latin american higher education during the COVID-19 pandemic: A systematic review. British Journal of Educational Technology, 53(3), 593–619.

    Article  Google Scholar 

  • Shen, H., & Xu, W. (2015). Active learning: Qualitative inquiries into vocabulary instruction in chinese L2 classrooms. Foreign Language Annals, 48(1), 82–99. https://doi.org/10.1111/flan.12137

    Article  Google Scholar 

  • Taguchi, N. (2021). Application of immersive virtual reality to pragmatics data collection methods: Insights from interviews. CALICO Journal, 38(2), 181–201. https://doi.org/10.1558/cj.41136

    Article  Google Scholar 

  • Taub, M., Sawyer, R., Smith, A., Rowe, J., Azevedo, R., & Lester, J. (2020). The agency effect: The impact of student agency on learning, emotions, and problem-solving behaviors in a game-based learning environment. Computers & Education, 147, 103781. https://doi.org/10.1016/j.compedu.2019.103781

  • Tseng, S. S., & Yeh, H. C. (2019). The impact of video and written feedback on student preferences of English speaking practice. Language Learning & Technology, 23(2), 145–158.

    Google Scholar 

  • Wang, M. T., Degol, J. L., & Henry, D. A. (2019). An integrative development-in-sociocultural-context model for children’s engagement in learning. American Psychologist, 74(9), 1086.

    Article  Google Scholar 

  • Wu, J. G., Miller, L., Huang, Q., & Wang, M. (2021). Learning with immersive virtual reality: An exploratory study of Chinese college nursing students. RELC Journal, 00336882211044860.

  • Wu, J. G., Zhang, D., & Lee, S. M. (2023). Into the brave new metaverse: envisaging future language teaching and learning. IEEE Transactions on Learning Technologies.

  • Xu, Y., & Carless, D. (2017). Only true friends could be cruelly honest’: Cognitive scaffolding and social-affective support in teacher feedback literacy. Assessment & Evaluation in Higher Education, 42(7), 1082–1094.

    Article  Google Scholar 

  • Zhang, R., & Zou, D. (2022). Types, purposes, and effectiveness of state-of-the-art technologies for second and foreign language learning. Computer Assisted Language Learning, 35(4), 696–742. https://doi.org/10.1080/09588221.2020.1744666

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Junjie Gavin Wu.

Ethics declarations

The participants in this study gave their informed consent prior to its initiation. The research received approval from the institutional ethics committee approval.

Conflicts of interest

 There are no conflicts of interest associated with this study.

Additional information

Publisher’s Note

Springer Nature remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.

The datasets generated during and/or analysed during the current study are available from the corresponding author on reasonable request.

Rights and permissions

Springer Nature or its licensor (e.g. a society or other partner) holds exclusive rights to this article under a publishing agreement with the author(s) or other rightsholder(s); author self-archiving of the accepted manuscript version of this article is solely governed by the terms of such publishing agreement and applicable law.

Reprints and permissions

About this article

Check for updates. Verify currency and authenticity via CrossMark

Cite this article

Lee, SM., Yang, Z. & Wu, J.G. Live, play, and learn: Language learner engagement in the immersive VR environment. Educ Inf Technol (2023). https://doi.org/10.1007/s10639-023-12215-4

Download citation

  • Received:

  • Accepted:

  • Published:

  • DOI: https://doi.org/10.1007/s10639-023-12215-4

Keywords

Navigation