International Journal for Cross-Disciplinary Subjects in Education (IJCDSE), Volume 12, Issue 2, 2021
Virtual Reality Applications and Language Learning
Panagiotis Panagiotidis
Aristotle University of Thessaloniki, Greece
Abstract
The development of Virtual Reality applications
for educational use is not new, as this technology has
attracted the interest of educators and scholars since
its introduction to the market. However, in the last
few years, technological advances in processing
power, displays, graphics, mobiles and high-speed
networks create new prospects for wider application
of VR technology. This is why Extended (Virtual,
Augmented and Mixed) Reality market, in the last
few years is growing at a rapid pace. This also
applies to the educational XR market which is also
expected to experience a corresponding growth.
Taking into account that the cost of equipment
decreases, new opportunities for exploiting this
technology in language education are appearing,
and immersive technologies are becoming
increasingly attractive to researchers and language
experts.
This paper aims to present the current
developments in the field of utilization of VR
technology in language education and to explore its
future perspectives. To this end, the theoretical bases
of its use in language education, as well as the
available hardware and software solutions are
presented in more detail. Examples of VR
applications, as well as the conclusions drawn from
the literature review concerning the benefits and
limitations of using VR systems in language learning
are presented. Finally, future research directions are
discussed, in order to identify the perspectives of
Virtual Reality in language learning.
Keywords: Virtual Reality, Extended Reality,
Immersive technologies, Virtual environments,
Language Learning
1. Introduction
VR applications appeared in the late 60s with I.
Sutherland’s development of the first head-mounted
display [1]. Since then, VR has become very popular
in many scientific fields (medicine, chemistry,
biology, fluid dynamics etc), in industrial design (car
and aircraft industry, architecture), the defense
industry, the entertainment industry (movies, games)
as well as in training and education. The term virtual
reality was popularized by J. Lanier, founder of the
first company to sell VR products (VPL Research)
and developer of sensor-based specialized equipment
such as data suits and gloves and VR devices for
medical, flight simulation, automobile industry
design, and military training purposes. Carmigniani
et al [1], define VR as a simulated 3D environment
created by a computer, which completely immerses
users in a synthetic world. VR technologies create a
completely artificial environment and isolate the user
from the outside world by reducing or eliminating
the capacity to interact with the real world. This is
achieved using a VR headset which allows users to
see only the virtual environment and not the real
world around them. VR technologies, also provide
the user with the capacity to interact with the virtual
environment. Lloyd et al [2], believe that VR
“…replicates an environment and allows a
simulation of the user to be present and interact in
that environment”.
VR is placed at one end of the “Virtuality
continuum”, as defined by Milgram and Kishino in
1994 [3], in which all applications described by the
general term Extended Reality (XR) can be
classified. This spectrum starts from computer
generated virtual environments (VR) end ends in
Augmented Reality (AR) applications, in which
virtual content is superimposed in real-time atop (or
above) physical objects in the real world. In that
sense, VR is a more immersive experience, involving
interactions with virtual objects within a completely
synthetic environment [4].
In this paper, VR technology, the theoretical bases
of its use in language education, as well as the
available for its technology hardware and software
solutions, are presented in more detail. Examples of
VR technology applications, as well as the
conclusions drawn from literature review concerning
the benefits and limitations of using VR applications
in language learning are also discussed.
2. Theoretical background
EDUCAUSE reports of the last two years, claim
that Extended Reality technologies, can provide -a
degree of- immersion to a simulated “authentic”
environment, when applied in language learning,
which is a particularly effective method for learning
a language [5], [6]. Social interaction with native
speakers, as well as practice and use of the target
language in communicative situations, are essential
components in language learning. However, this is
not always possible, due to time, geographical, or
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financial restrictions. The ability of VR to overcome
this kind of problems by providing users a simulated
near-to-authentic environment is the main reason for
its increasing popularity as a promising technology
for language learning. Immersion allows language
learners to combine learning a foreign language with
an intercultural experience beyond geographical
limitations with no need to visit the foreign country.
VR can create immersive environments,
specifically developed to offer users contextual
presence for language learning [7]. Immersion is
essential in the language learning process Several
commercial applications, such as Virtual worlds
(Second Life), simulation games (The Sims) or
massive multiplayer online games (WoW, LoL), and
several custom VR applications have been used
towards this direction. Literature of the analysis of
findings in VR research published from 2004 to 2013
in the four top CALL journals (Language Learning
& Technology, CALICO Journal, Computer Assisted
Language Learning, and ReCALL) conducted by Lin
and Lan [7], revealed that the technology used most
often in VR applications for language learning was
open social virtualities (65.6%), something actually
expected, given the -earlier mentioned- ability of
these environments to support interaction and
communication between language users. The degree
of interaction depends on the degree of immersion in
the specific environment and the equipment in use.
However, in VR the user’s location is completely
ignored. Depending on the equipment in use, his
movement may also be ignored, or may be
transposed to an avatar which represents the user in
the virtual environment.
VR applications are based on several pedagogical
theories such as ubiquitous learning, self-directed
learning, constructivist learning, situated learning,
inquiry-based learning, game-based learning, and
engagement theory [8]. Τhe technological innovation
along with the flexibility it offers in pedagogical
approach, are among the reasons why Virtual Reality
(VR) is considered one of the most promising
technologies for learning and training in the 21st
century [9].
3. Virtual Reality
The most important notion -and target- in VR is
the creation of a feeling of presence or “being there”
in the virtual world [9]. This feeling is directly
connected to the degree of immersion in the artificial
environment. Immersion could be defined as the
involvement in the environment, which causes lack
of awareness of time and of the real world, as well as
a sense of “being” in the task environment. However,
different technologies are capable of creating
different levels of immersion. In terms of immersive
capabilities, a very common and early proposed
classification is immersive versus non-immersive. A
more accurate classification could distinguish three
categories of VR systems. Non-immersive VR or
desktop VR systems include a network connection
and a desktop computer-based 3D graphical system,
allowing the user to go through the VE using the
mouse, the keyboard and the computer screen. This
is usually the case of gaming software and the 3D
virtual worlds. Li et al [10], use the term desktop
VEs to refer to desktop-based virtual environments
for gaming and education, to avoid confusion with
the term desktop VR. These environments cannot
create the sense of immersion as they are presented
in two-dimensional (2D) computer screens. In those
systems, immersion is usually mediated through the
use of an avatar and the users have to imagine
themselves in the virtual environment. In nonimmersive or desktop VR systems, users usually
explore the environment from a third-person view
via their avatars, although some non-immersive VR
platforms offer a first-person or other points of view.
The second category, semi-immersive VR
systems are more advanced installations with
projectors and large screens, and -in some casesgesture recognition systems. In that case partial
immersion may be achieved with the use of VR
glasses or VR headsets to display the virtual
environment. The degree of immersion varies, as it
depends on the type of headset. Cave Automatic
Virtual Environment (CAVE) systems are also
considered to belong in this category, as the walls,
the floor and ceiling, act as giant projection surfaces
to create a highly immersive virtual environment [9].
Finally, fully immersive VR systems are headmounted systems where users’ vision is fully
covered, creating, thus, a sense of full immersion.
Head Mounted Displays (HMDs) are headsets that
visualize a natural realistic 3D space, without
interference from the real world. HMDs project
visual effects and multimedia directly to the eyes.
Through the HMD, the user can see a spatial layout
that is dynamically changing in accord with a firstperson’s perspective (first-person view - FPV),
which means that the view changes as the user
moves his eyes or head as in real-life. Li et al [10],
use the term iVR (immersive VR) and consider that
at this stage “spatial presence” or “spatial
immersion” is also achieved as the result of an
increased level of immersion. iVR systems can
support more realistic situations, such as interactions
with the environment or with digital agents as well as
user interactions with the appropriate equipment.
Interaction, is also an important aspect of VR.
The effects of action performance in manipulating
objects or navigating in virtual environments are
important for student learning [10], [11]. Some VR
systems, such as IMAX theaters which provide a
high level of immersion through hi-end panoramic
visualization, are not at all interactive as movies are
passively received by the user. In terms of
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International Journal for Cross-Disciplinary Subjects in Education (IJCDSE), Volume 12, Issue 2, 2021
interaction, non-immersive systems, such as
Desktop-based gaming VEs, allow some interactions
even if these interactions need to be mediated
through the avatar which represents the user. In that
case, the limiting factor is the interface, as users
participate via mouse and keyboard. This affects the
activities which can be proposed in an environment
such as Desktop VEs, including movement or
performing actions (e.g. manipulating objects), as
they must be controlled through this inconvenient for such a situation- interface. On the contrary, users
can expect a high level of interaction in iVR systems.
In “whole-body” simulations, interactions are almost
realistic, as users participate through an HMD and
have first-person view, wear equipment such as
haptic gloves or motion sensors attached to their
hands or feet, so they can manipulate objects using
their hands, move using their own feet and perform
actions enjoying a high level of immersion [10].
3.1. Hardware and Software
As mentioned above, to achieve the sensation of
immersion in the artificial environment, VR systems
usually use headsets or special peripherals.
Consumer-oriented VR headsets emerged in the late
1980s, but cheaper and technically superior massmarket VR headsets, mostly developed for the
gaming market, became widely available in 2016.
However, as there is a growing interest among
scholars and researchers, most manufacturers also
target the education market as well. VR Headsets can
be experienced in stand-alone, computer-powered, or
mobile-powered situations. Several devices available
on the market could be classified into three
categories, according to their possibilities and cost:
High-end market: The best available device in this
category is Oculus Rift S ($599) which totally
immerses the user in an artificially generated world.
In the same level are HTC VIVE ($799) and HP
Reverb G2 VR ($599), as well as Oculus Quest 2
($299-$399) and SONY Playstation VR ($399).
Headsets of this category dispose dedicated
controllers as well as positional tracking systems, in
order to track the user’s movements into the physical
space along the six axes of motion, making the VR
experience more intuitive, “natural,” and immersive.
On the other hand, they require a tethered connection
to a dedicated and personal computer (PC) which
must be well equipped in order to deliver the
expected hi-end result (estimated cost: $500 graphics
card plus $500-$1,000 worth of computing
hardware). However, this combination can provide
users with a more immersive, real-world-like type of
experience through tracking user motion and
simulating a virtual environment. Radianti et al [9],
believe that the combination of some of these highend devices with data gloves or bodysuits (enhanced
VR applications) can deliver the highest level of
immersion possible with consumer equipment.
Research on VR headsets is moving forward as
major manufacturers are starting to release more
affordable, untethered, positionally tracked VR
devices with increasingly better quality. For
example, the recently released Oculus Quest comes
in the form of a cordless HMD, at the same price as
the previous generation Rift with cables. New
“standalone” low-cost devices are also becoming
available on the market. These are hybrid AR/VR
devices that do not require a PC or a mobile phone to
operate, as they have integrated electronics, display,
wifi and batteries. ClassVR is a complete VR and
AR system for the classroom which comprises the
equipment as well as a classroom management and
control portal and the ability for schools to upload
their own content ($250-400 per headset + Teacher
Portal Subscription / 12 months site license).
It must be noted that some of the equipment
presented above, can potentially be useful in AR/MR
applications. Manufacturers also tend to offer hybrid
models that can cover VR and AR/MR applications
too. The HTC VIVE, for example, is marketed as a
VR headset, but some newer models contain
forward-facing cameras that allow the user to view
the physical world in the headset [5]. Radianti et al
[9], in a recent literature review, found that 76% of
the studies concerning the use of VR in language
learning used HMDs of this category, such as Oculus
Rift or HTC Vive while (20%) used low-budget
mobile VR headsets.
Mid-range market: in this category, all available
devices are mobile powered. The best-known and
advanced mid-range headset was Samsung’s Gear
VR ($70) until Samsung discontinued the Samsung
XR service and removed the Samsung VR Video app
from Microsoft’s and Oculus stores. The same is the
case with Google Daydream View VR headset ($99)
which was also discontinued in 2019 and is no more
supported by Google’s new smartphones. Further
choices are the Zeiss VR One ($65) and the Homido
device ($30). Practically this market segment is
vanishing, as the lower end devices offer almost the
same functionality at a lower price.
Low-end market: At the lower end, there are
smartphone-based VR solutions such as Google
Cardboard viewers ($10-$20) and similar devices
such as Homido Grab VR (€30) or Nintendo Labo
($80 VR Kit). These headsets work in combination
with apps running on the smartphone which can
display 3D scenes with stereoscopic rendering, track
and react to head movements, and interact with apps
by detecting when the user presses the viewer button.
The VR content that can be viewed with Google
Cardboard is usually a 360° video or photo. In such
an environment, users cannot walk to approach the
objects around. The level of immersion is low, but it
can be sufficiently engaging for educational use.
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Google Cardboard–type implementations are both
promising and popular, as smartphones with
sufficient computing power to render interactive
educational 3D content stereoscopically are
becoming cheaper.
Google Cardboard is directly associated with
cheap and accessible tools like Google Expeditions
[12], an immersive learning and teaching tool that
many educators consider very useful in language
education. Google Expeditions (2015) allows
teachers to take an entire class on VR “field trips” or
explore AR objects. Expeditions are 360° photos
annotated with descriptions and marked with specific
points of interest called “spaces.” Today, there are
more than 900 tours available on the new platform
‘Google Arts & Culture’. Google Tour Creator
(2018), a platform which allows users to create
customized VR tours using Google Street View or
their own 360° photos taken with spherical cameras,
is another popular VR app associated with
Cardboard. The tours created can then be publicly
published on Poly, Google’s 3D content library, and
viewed on mobile devices, desktop computers, or
Cardboard. However, as ‘Arts & Culture’ platform
expands, Google plans to discontinue the Google
Expeditions app as well as Tour Creator and the
corresponding platform Google Poly, as of June
2021. Vortals, a new AR and VR design platform, is
already promoted as the alternative solution.
A variety of web services or software applications
and tools offer VR experiences. VR environments
could be categorized based on their original design
purposes into three types: open social virtualities or
Virtual Worlds or MUVEs (Multiple User Virtual
Environments), such as Second Life (SL),
OpenSimulator, IMVU, and Active Worlds (AW),
massive multiplayer online games (MMOGs) such as
World of Warcraft, and Synthetic Immersive
Environments (SIEs). Virtual Worlds allow the users
to immerse themselves in a wide variety of social
contexts and participate in individual or group
activities, while MMOGs emphasize role-playing
functions. In contrast, SIEs are especially designed
for educational purposes and can be more suitable
for this type of applications [7]. However, all VR
environments provide opportunities for immersion in
linguistic, cultural and task-based settings. While in
Second life or OpenSim users can create their own
virtual “islands” or worlds, there are also several VR
creation tools that help users create their own VR
objects or contexts / environments. Omni-Immersion
Vision (OIV), Minecraft Realms, Tilt brush, Google
Blocks, Thinglink, Cospaces are among the most
known. Finally, a new generation of applications is
beginning to arise enabled by new technological
developments such as HTC Vivesync, a virtual
meeting space, with direct access to One Drive and
the possibility to integrate other business tools [10].
3.2. Examples of VR applications
VR has been attracting the attention of language
educators and researchers for the last two decades as
it offers obvious advantages in language learning.
The most important is the possibility to create
“authentic” contexts in which learners can immerse
themselves by wearing 3D glasses or by using their
avatars and interact with the objects in these contexts
and with other learners [11]. These contexts can be
3D objects, scenes and simulations existing in the
real world or fictional, or 360° videos accessible via
VR equipment. As a result, there is a wide range of
applications with different approaches and aims. Lan
[11], proposed a classification of VR applications for
language education into five categories based on
different pedagogical purposes: entertainment, social
networking, visual experiences, creation, and
operation. The examples presented below follow this
classification.
The first category is dominated by VR games, the
mainstream application of the VR industry.
Immersive games, such as WoW, have been used as
a medium for engaging learners in a real-time, ingame, and co-problem-solving context or provide
them with out-of-school communities of practice in
their target languages.
Concerning language learning, VR for social
networking is the most promising category of
applications, as it offers the opportunity for Reallife-like interaction. In the context of a virtual
interdisciplinary approach, Arvanitis et al [13],
proposed two scenarios (visits to a museum and a
shopping center) for the development of oral and
writing skills based on an OpenSim platform.
Arvanitis and Panagiotidis [14], also proposed two
communicative scenarios involving an accidental
encounter in Second Life. In that case, the role of the
native speaker of the foreign language is adopted by
the instructor, who controls the communicative
situation. Lan et al [15], used Second Life to create
several virtual contexts, such as a zoo and two
restaurants (western and Chinese), to help students of
Chinese as a second language (CSL). Li et al [10],
also used Second life to train American students on a
set of Mandarin Chinese vocabulary. Xiao-Dong and
Hong-Hui [16], in the framework of the VR-based
blended flipped “English News” classroom,
developed a distributed VR platform accessible
through a cloud network to simulate a user's physical
presence in a virtual or imaginary environment. Shih
and Yang [17], created an immersive and interactive
3D virtual English classroom, entitled VEC3D,
hosted in Activeworlds, to enhance learners’ English
communicative competence.
Applications based on Google Expeditions as well
as on Discovery VR can be classified in the third
category. In such applications, students can be
involved in activities that go beyond the classroom
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and develop language skills mediated by technology.
Chen et al [8], used Google Earth VR to develop
writing skills of young learners in English. Parsons et
al [12], used Cardboard VR and Google Expeditions
(for VR) in combination with Actionbound (for
outdoor location-based augmented reality), and
Google Tour Builder (for augmented map-based
learning) to create learning activities through which
students can navigate using QR codes or GPS
locations. Google Expeditions has developed over
100 VR trips for cultural visits, available to the
public. Furthermore, the US Department of
Education set out the EdSim Challenge, an initiative
to promote the development of concepts for
immersive simulations “that will spur an ecosystem
of virtual and augmented reality technology in
education” [10].
In the next category there are the applications that
use VR Creation tools to help users create their own
VR objects or contexts. Using tools such as OmniImmersion Vision (OIV) or Minecraft Realms,
creators can participate in role-playing and
interpersonal social interactions in the contexts they
have created [11]. Minecraft is a very popular
educational
tool
that
supports
text-based
interpersonal interaction, as in addition to
entertainment, it allows users to create their own
virtual contexts and share them with others. Craft
[18], successfully integrated Minecraft into his Latin
classes engaging students in cooperative activities,
Kervin [19], used Minecraft to observe literacy
development of 16 children as they played and York
[20], used Minecraft to develop Kotoba Miners
(KM), an environment for the acquisition of words
or, more importantly, language, in particular
Japanese and English.
The last category, VR for Operation, includes
applications that offer manipulation of 3D objects
and simulations of real-world processes. Simulations
are very useful in language learning, as they offer the
opportunity to involve users in educational scenarios.
Howland et al [21], proposed Influent, a video game
that uses a 3D environment to teach vocabulary
words. Culbertson et al [22], developed Crystallize,
an immersive 3D Japanese language learning video
game where the player can collect words, use those
words to converse with non-player characters, and
collaborate with other players through avatars in
joint tasks, or language “quests”. Cheng et al [23],
presented an adapted version of Crystallize which
can be played in virtual reality with the Oculus Rift.
The scope was to simulate the experience of being in
a foreign language environment as deeply as
possible, so that learners can learn both language and
culture from observation. Results were positive,
although problems such as motion sickness and
dizziness were observed among users.
4. Benefits for language learning
VR technology, from an educational point of
view, can offer a very important aspect of learning,
that of personal experience and participation, when
this is not practical or possible in the real world. To
this end, as discussed in the previous paragraphs, a
variety of VR applications have been developed for
language education. Although in many of these
studies, a specific pedagogical approach is not easily
recognizable, there is an obvious sense that VR
technology can offer several important benefits in
language learning.
A common finding in several studies, is that VR
applications can motivate students and lead to higher
levels of interest and engagement in comparison to
conventional teaching methods. Immersion seems to
be an important factor in increasing students’
motivation. In a systematic review of foreign
language learning with immersive technologies, Hein
et al [4], concluded that motivation and engagement
were usually higher in the more immersive
applications. They also noticed increased attention
and enjoyment, as well as high acceptance of VR
technology. Several other researchers [2], [8], also
arrived at the conclusion that VR can be a useful
addition to language education resulting in increased
motivation and engagement.
The opportunities for authentic language tasks
that VR can offer and the cultivation / improvement
of learners' language and communicative skills as a
result of their engagement in authentic, real-life
learning scenarios, constitute a further category of
benefits. Several researchers believe that VR can
lead to enhanced learning [2], [8]. In their systematic
review of studies concerning language learning with
immersive technologies Hein et al [4], found that
50% of the studies used AR technologies, 24% were
based on MUVE’s, 13% on 360o videos, and 13%
used fully immersive VR applications. Due to the
fact that VR enables active participation and the
exploration of distant and diverse learning contexts,
and the feeling that the user is physically visiting and
traveling to a place, the focus on VR based
applications -as well as in MUVEs-, is on social
interaction, communication, and intercultural
learning experiences. In these applications the aim is
not the promotion of specific language skills but the
development of intercultural and language actionoriented communicative competence. Furthermore,
Brown et al [6], believe that XR applications can
provide learners with disabilities new kinds of access
to education. Especially VR applications such as
Virtual Worlds, can be particularly useful in assisting
language learners with special learning needs, as
they offer a low stress environment, potentially more
suitable for students with difficulties in social
interaction and communication, such as autism [7].
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International Journal for Cross-Disciplinary Subjects in Education (IJCDSE), Volume 12, Issue 2, 2021
Several benefits concerning general learning skills
related to language learning can also be noted. The
promotion of interaction between participants (and/or
the learning material, the teacher, or a virtual agent),
is a common goal in VR applications, especially in
communicative situations where opportunities for
meaningful language practice arise. Li et al [10],
reported enhanced behavioural and brain outcomes
compared to traditional methods of classroom-based
learning, Xiao-Dong and Hong-Hui [16], good
teaching effects, and Mroz [24], language gains and
increased critical thinking skills for the participants.
Finally, Parmaxi [25], believes that VR can
significantly increase students learning but also can
help in the development of twenty-first century
skills, although she also reports that there are cases
where the use of VR has not brought any significant
increase in student learning, possibly due to the
complexity of 3D virtual learning environments.
5. Discussion
The technological innovation brought by XR
technologies could lead to significant changes in
education, comparable to those caused by the advent
of PCs, the invention of web and the proliferation of
mobile devices. Immersive technologies allow the
real world to merge with the digital world enabling,
thus, new forms of experience and the creation of
engrossing simulated learning environments.
Each year VR systems are becoming more
affordable and powerful, and their implementation
can help reduce institutional costs, offering solutions
to aspects where traditional - analog- education is
costly. Training in laboratories or exchange
programs, for example, could be substituted by
virtual experiences via social VR applications,
especially in unusual and unexpected social
situations such as the pandemic [4]. Immersive
learning environments can help in addressing the
challenges of digitization in educational systems,
assuming, of course, that schools are adequately
equipped, and teachers have the digital skills and the
positive attitude to adopt and use them creatively.
MarketWatch [26] reports that Global XR (VR,
AR and MR) market’s worth, was $25.4 billion in
2019, and with an increasing rate of 45.0% each
year, is expected to reach $346.39 billion by 2026.
Whilst innovative applications and high-speed
wireless and cellular networks are expanding, the
educational XR market is also expected to
experience a corresponding growth.
Wi-Fi 6
(802.11ax) and 5G, will make VR experiences more
immersive and easily accessible to both local and
remote learners.
Major technological companies such as Google,
Facebook (with the acquisition of Oculus-Rift),
Microsoft and Apple (New VR headsets / Glasses
rumored for 2022) strengthen their position in the XP
market with significant investments both in XR
hardware and applications. These companies are
primarily targeting gaming and entertainment, but
the education sector also holds a very significant
position in their plans. Therefore, there is a certainty
that XR technologies will play an increasingly
important role in education in the next few years and,
consequently, in language education as well.
EDUCAUSE report for 2020 records a growing
interest in exploring the potential of XR applications
in teaching and learning. Language learning has a
noticeable share in that market. Brown et al [6]
reported that 2% of XR applications concern
language learning. Radianti et al [9], had similar
findings, performing a search for language learning
VR applications in three main VR app stores, i.e.,
Steam, Vive, and Google Play. They finally
evaluated 120 apps 3% of which was Language
Learning apps. Statista [27] reports that the 66% of
XR industry experts in the US, believe that
immersive teaching experiences will be a major
application of XR technologies in the education
sector within the next two years followed by the
applications aiming at the development of 21st
century skills -collaboration, teamwork, problem
solving- (57%), interactive 3Dmodeling for learning
(55%), virtual travels in space and time (49%),
recreation /simulations (40%), individualized
learning (32%) and facilitation of self-directed
learning (26%).
6. Conclusion
As equipment costs continue to decrease,
immersive technologies are getting increasingly
attractive to language experts. It is a fact that
currently, VR systems are far from been widely
adopted in classrooms. However, the future of VR
technology in education, and particularly in language
learning, seems very promising, as the cost of
equipment decreases. In light of the growing
research in VR technology, the efforts of language
experts should focus on the pedagogical exploitation
of this technology. An imaginative and innovative
student-centered instructional design, offering
collaborative interaction based on carefully designed
educational scenarios, and activities that can place
students in both formal and informal real-life
situations, seems to be indispensable, in order to
offer students useful learning environments that will
help them develop their language skills.
7. References
[1] Carmigniani, J., Furht, B., Anisetti, M., Ceravolo, P.,
Damiani, E. and Ivkovic, M. (2011) ‘Augmented reality
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