As discussed in Sadler & Thrasher, 2023,
VR...can be divided into two distinct categories: low-immersion VR and high-immersion VR (Kaplan-Rakowski & Gruber, 2019). The field of CALL has largely seen work conducted on low-immersion VR, or virtual worlds (e.g., Second Life, Open Simulator) and content accessible via a desktop computer. With low-immersion VR, the user sees the virtual environment on a screen in front of them while still being surrounded by the real world. On the other hand, with high-immersion VR, a user is fully visually and auditorily immersed in a virtual 360° environment by means of a VR headset like the Meta Quest 2 ($399).... The user typically navigates the virtual environment by means of hand controllers as one would in a video game. High-immersion VR is largely considered to be the most immersive of the three realities, since users can only see the virtual world and not their surrounding environment. It should be noted that for the remainder of this special issue, we will use the term VR to refer to high-immersion VR, as low-immersion VR has already been extensively researched in the CALL literature (e.g., Sadler, 2012; Wigham et al, 2018).
As seen below, the environments found in high immersion VR, when viewed as a photo, may seem quite similar to those seen on a computer screen (ie. low immersion VR). However, anyone who has entered a setting in a VR headset knows that the depth of immersion can be quite amazing. You exist, in avatar form, in a space that can be fully explored above, below, behind, etc. Your avatar can often interact in the environment, both with items and other avatars. It is quite easy to forget your 'real life' setting until you remove the headset. For learners, this means that they can experience a language, a location, or an experience in a way that is simply impossible in a classroom setting.
What makes VR such a powerful language teaching tool? According to the research on VR and language learning, VR has unprecedented potential to offer contextualized, culturally relevant learning and to virtually transport students to destinations that they cannot physically visit. This means students can learn how to order their favorite meals in Immerse's virtual restaurant or how to state their opinion while in the debate room! All this matters, because learning vocabulary in a meaningful context leads to better learning and retention. VR also promotes social interaction and social learning. This is key, because researchers say social interaction is a major driver of successful language learning.
Studies have also shown that VR has a positive influence on how motivated, engaged, and confident students feel while learning. The importance of this should not be underestimated, since these so-called affective factors are necessary for reaching fluency. Indeed, many studies have found that language learners are more motivated and less anxious in VR than in more traditional classroom settings. This has been attributed to VR’s fun, game-like qualities and to the fact that learners’ identities are concealed by avatars.
Numerous studies have also examined VR’s impact on language learning outcomes and have found that students learned vocabulary better and had improved listening, grammar, speaking, pronunciation, and reading skills after VR lessons when compared to more traditional learning settings.
And if you’re curious to read the actual research showing VR is effective for language learning, these articles are a great place to start: