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Congzhi Ma; Gabriella Haire; Sara Smith; Nigel Newbutt – Technology in Language Teaching & Learning, 2025
Educational applications of virtual reality (VR) and augmented reality (AR) for English language learning have become increasingly prevalent in K-12 classroom contexts. These tools have enormous potential to provide unique learning experiences and increase students' engagement; however, the benefits depend on appropriate implementation and use.…
Descriptors: English (Second Language), Second Language Instruction, Computer Simulation, Computer Uses in Education
Areum Lee – English Teaching, 2025
The semi-direct speaking test format has limitations, particularly due to its lack of situational authenticity and contextualized input. To address this issue, virtual reality (VR) can be integrated into speaking proficiency tests to enhance authenticity. In this study, a newly designed VR speaking test was administered, and test-takers'…
Descriptors: Computer Simulation, Speech Tests, Language Tests, Language Proficiency
Chiu-Jung Chen; Pei-Lin Liu – TechTrends: Linking Research and Practice to Improve Learning, 2025
This study investigates the effects of Virtual Reality (VR) on enhancing English vocabulary acquisition among senior learners, focusing on gender differences and user perceptions. A total of 36 participants (24 females, 12 males) aged 65 and above engaged in a five-week VR-based learning program using the 720° VR Shulin Public Market Guiding…
Descriptors: Computer Simulation, Technology Uses in Education, English (Second Language), Second Language Instruction
Hoang, Diem Thi Ngoc; Johnson, Nicola F.; McAlinden, Maggie – Teaching English with Technology, 2023
For language learners situated in contexts where there is limited exposure to the target language, an authentic learning environment is important. Virtual Reality (VR) has been increasingly used in education to simulate realistic scenarios; however, little is known about whether VR can enhance the nature of authentic learning for learners of…
Descriptors: Computer Simulation, Authentic Learning, English (Second Language), Foreign Countries
Roberto Bacani Figueroa Jr.; Insung Jung – Australasian Journal of Educational Technology, 2025
This paper presents an investigation into the integration of virtual reality (VR) tours in online English lessons tailored for adult learners. The study utilised a design-based research approach to evaluate the effectiveness of VR tours in this context. It specifically examined the responses of adult learners to this instructional strategy by…
Descriptors: Electronic Learning, Computer Simulation, English (Second Language), Second Language Learning
Yao Ling; Mohamad S. Rasul; Marlissa Omar – Journal of Pedagogical Research, 2025
Virtual reality (VR) technology has attracted attention due to its advantages in educational fields, and its adoption in English learning can enhance students' learning outcomes. Thus, strengthening VR adoption is conducive to promote learning efficiency and improve the quality of English education. This study analyzes the factors affecting VR…
Descriptors: Computer Simulation, English (Second Language), Second Language Learning, Career and Technical Education
Büsra Parlar; Selim Soner Sütçü – Journal of Computer Assisted Learning, 2025
Background: AR allows users to experience a digital world that blends seamlessly with the physical world, creating an immersive and interactive experience. This is directly in line with the principles of Situated Learning Theory (SLT) that aim to put students in authentic situations in which they can be actively immersed in real-world activities.…
Descriptors: Computer Simulation, Technology Uses in Education, English (Second Language), Second Language Instruction
Samuel Taylor – JALT CALL Journal, 2025
Location-based Augmented Reality (AR) technology has the potential to transform language education by enabling situated, authentic, and collaborative learning. Yet, while some research has found that AR facilitates learning, other research has found that AR increases cognitive load, is distracting, and provides too much information during learning…
Descriptors: Computer Simulation, Technology Uses in Education, Second Language Instruction, English (Second Language)
Yohan Hwang; Je-Young Lee – SAGE Open, 2024
This study aims to analyze the experiences of creating the metaverse classroom on pre-service EFL (English as a Foreign Language) teachers' technological acceptance and affordance, as well as their perception of its potential for language learning and teaching. To achieve this purpose, this study utilized an in-depth analysis of survey and…
Descriptors: Preservice Teachers, Language Teachers, Second Language Instruction, English (Second Language)
Gilbert Dizon; Daniel Tang – The EUROCALL Review, 2024
Some people believe that immersive virtual reality (VR) and, by extension, the metaverse, will become integral parts of daily life. There have also been suggestions that the metaverse could become a virtual world where language learners have alternate identities as second language (L2) speakers. Considering the potential implications of immersive…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Student Experience
Dongkwang Shin; Suh Keong Kwon; Wonjun Izac Noh; Yohan Hwang – Journal of Computer Assisted Learning, 2025
Background: This study examines the evolution of English speaking proficiency test methods, which have traditionally relied on face-to-face interactions to assess communicative language competence. Recently, computer-based language tests have also been used on a larger scale, albeit with concerns about their impact on measurement. Objectives: This…
Descriptors: Computer Simulation, Technology Uses in Education, English (Second Language), Second Language Learning
Koyo Ogawa – Technology in Language Teaching & Learning, 2025
Virtual reality (VR) has attracted increasing interest for its potential to enhance second language acquisition through immersive and interactive experiences. However, effectively integrating VR with established language teaching pedagogy remains a critical challenge. This study addresses that gap by embedding the principles of task-based language…
Descriptors: Computer Simulation, Second Language Learning, Learning Activities, Technology Uses in Education
Saman Ebadi; Asieh Amini – Interactive Learning Environments, 2024
Artificial Intelligence (AI) technology in the educational context, particularly chatbotics, has made significant changes in learning English. This mixed-methods study is intended to explore university students' attitudes toward the potential role of artificial intelligence (AI)-assisted mobile applications. Meanwhile, the role of social presence…
Descriptors: Artificial Intelligence, Educational Technology, English (Second Language), Second Language Learning
Ratu Sarah Pujasari; Asri Siti Fatimah; Melisa Sri; Fera Sulastri – International Journal of Language Education, 2024
This study described the potential benefits of implementation of the Metaverse concept in English for Tourism course revealing views from the students' perception. This research used a qualitative descriptive case study to investigate the phenomenon of the use of metaverse at higher educational levels in the Indonesia context. During data…
Descriptors: Computer Simulation, Technology Uses in Education, English (Second Language), Second Language Instruction
Sangmin-Michelle Lee; Zi Yang; Junjie Gavin Wu – Education and Information Technologies, 2024
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…
Descriptors: English (Second Language), Second Language Learning, Computer Simulation, Language Proficiency

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