Abstract

Immersion is a proven method of learning a foreign language and using Virtual Reality to achieve that immersion has high potential educational benefits. However, there are no recent systematic reviews that combine both foreign language education and immersive Virtual Reality. This systematic review aims to identify features, educational methods, technologies, and gaps of immersive virtual reality for foreign and second language education. PRISMA method was followed to carry out the systematic review. From the analysis of the results, two main conclusions were drawn. Firstly, the relation between immersive Virtual Reality and foreign language learning is quite positive, particularly when compared with conventional pedagogical practices. Not only that, the connection between immersive Virtual Reality and the user's motivation and satisfaction is also quite positive. Lastly, limitations such as the low sample of studies and gaps in the literature are addressed, and directions for future work and the area's progress are pointed out.

Highlights

  • Over time, several definitions were proposed concerning Virtual Reality (VR) which causes it to be somewhat challenging to define

  • This review reported that Immersive VR (iVR) had been mostly used in university or pre-university learning students or adult training, and a very small number referred to younger elementary students

  • In this systematic review (SR) it has been found that virtual environments are widely used as truly potential didactic territories for foreign languages learning and teaching

Read more

Summary

Introduction

Several definitions were proposed concerning Virtual Reality (VR) which causes it to be somewhat challenging to define. VR is often referred to as a simulation of a three-dimensional virtual environment (VE), generated by a computer, in which the person can interact with the said environment with, for example, a helmet with an integrated screen. According to Fuchs et al [1], the goal of virtual reality is to enable sensory-motor and cognitive activities in a person or a group, while they are immersed in a digitally created environment. This can be imaginary or a simulation concerning the real world. Nonimmersive, sometimes designated desktop VR, is the least immersive and least expensive of the VR systems and places the user in the three-dimensional VE and allows interaction but only by means of a traditional graphic workstation with

Methods
Results
Discussion
Conclusion

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.