Virtual reality is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world.
VR might enhance student learning, prepare them for real-world careers, bring students and teachers together regardless of location, and improve comprehension through direct interaction and engagement with learning objects, especially where highly complex problems require spatial understanding and visualization.
VR can simulate a real panoramic experimental environment and dynamic simulation of experimental teaching methods and conditions, and it can also facilitate behavior-based interactions, thus having great potential for enhancing learners’ cognitive and practical skills (Burdea et al., 2003).
VR can help teachers and apprentices practice skills, with 360-degree interactive observations and learning, and it can simulate the teaching methods of real-world technology majors (Chen and Deng, 2015).
With the combination of VR technology, VR equipment, and three-dimensional interactive virtual digital resources, we can provide students with an integrated virtual learning environment to help them improve their academic achievement and learning motivation (Bogusevschi et al., 2020).
VR teaching applications can enable practitioners to break free from the narrow view of traditional teaching that only focuses on knowledge transfer and change passive learning into active exploration, thereby enhancing learners’ immersive experience and participation in learning (He. et al., 2019).
Gaming-based learning and the use of VR in education can enhance learners’ motivation (Gao Haibo, 2019).
In experiments comparing traditional training and VR training, it was found that VR training may be more effective than traditional teaching methods (Horváth et al., 2021, Hsiao et al., 2021).
Teachers and students in VR time and space can access the same virtual teaching situation, with students receiving a valid and realistic (substitutive) learning experience (Wu, 2017).
VR space–time energy stimulates the human brain’s ability to think imaginatively (Huang et al., 2010). Learners are more likely to learn abstract concepts in the VR space–time environment (He et al., 2019).
VR technology can track learners’ physical movements, activate time in the virtual world, and give learners a sensory experience that is so vivid and realistic as to seem physically real, akin to real-world activities but in a VR environment (He et al., 2019).
VR technology can display things in multiple ways, helping learners to better understand virtual scenarios, boost their imagination, and reveal the essential characteristics of things (Li et al., 2017).
Source: Research Into improved Distance Learning Using VR Technology
Case Studies
LinguaQuest is a VR game purposefully designed for English language learners seeking an interactive language practice beyond traditional classroom settings.
Mondly VR is the first language learning experience with chatbot and speech recognition in the world.
Useful Links for Educators
Sebnem is a 5th year Ph.D. student in the Applied Linguistics and Technology program, co-majoring in Human-Computer Interaction at Iowa State University. Her main interests revolve around evaluating educational technologies and teachers' technological knowledge gained in online teacher training courses. She is also interested in VR development and designed and developed a VR language game, LinguaQuest, for English language learners of all language levels.