Project Requirements
The peer-reviewed project will include five major sections, with relevant sub-sections to organize your work using the CGScholar structure tool.
BUT! Please don’t use these boilerplate headings. Make them specific to your chosen topic, for instance: “Introduction: Addressing the Challenge of Learner Differences”; “The Theory of Differentiated Instruction”; “Lessons from the Research: Differentiated Instruction in Practice”; “Analyzing the Future of Differentiated Instruction in the Era of Artificial Intelligence;” “Conclusions: Challenges and Prospects for Differentiated Instruction.”
Include a publishable title, an Abstract, Keywords, and Work Icon (About this Work => Info => Title/Work Icon/Abstract/Keywords).
Overall Project Wordlength – At least 3500 words (Concentration of words should be on theory/concepts and educational practice)
Part 1: Introduction/Background
Introduce your topic. Why is this topic important? What are the main dimensions of the topic? Where in the research literature and other sources do you need to go to address this topic?
Part 2: Educational Theory/Concepts
What is the educational theory that addresses your topic? Who are the main writers or advocates? Who are their critics, and what do they say?
Your work must be in the form of an exegesis of the relevant scholarly literature that addresses and cites at least 6 scholarly sources (peer-reviewed journal articles or scholarly books).
Media: Include at least 7 media elements, such as images, diagrams, infographics, tables, embedded videos, (either uploaded into CGScholar, or embedded from other sites), web links, PDFs, datasets, or other digital media. Be sure these are well integrated into your work. Explain or discuss each media item in the text of your work. If a video is more than a few minutes long, you should refer to specific points with time codes or the particular aspects of the media object that you want your readers to focus on. Caption each item sourced from the web with a link. You don’t need to include media in the references list – this should be mainly for formal publications such as peer reviewed journal articles and scholarly monographs.
Part 3 – Educational Practice Exegesis
You will present an educational practice example, or an ensemble of practices, as applied in clearly specified learning contexts. This could be a reflection practice in which you have been involved, one you have read about in the scholarly literature, or a new or unfamiliar practice which you would like to explore. While not as detailed as in the Educational Theory section of your work, this section should be supported by scholarly sources. There is not a minimum number of scholarly sources, 6 more scholarly sources in addition to those for section 2 is a reasonable target.
This section should include the following elements:
Articulate the purpose of the practice. What problem were they trying to solve, if any? What were the implementers or researchers hoping to achieve and/or learn from implementing this practice?
Provide detailed context of the educational practice applications – what, who, when, where, etc.
Describe the findings or outcomes of the implementation. What occurred? What were the impacts? What were the conclusions?
Part 4: Analysis/Discussion
Connect the practice to the theory. How does the practice that you have analyzed in this section of your work connect with the theory that you analyzed on the previous section? Does the practice fulfill the promise of the theory? What are its limitations? What are its unrealized potentials? What is your overall interpretation of your selected topic? What do the critics say about the concept and its theory, and what are the possible rebuttals of their arguments? Are its ideals and purposes hard, easy, too easy, or too hard to realize? What does the research say? What would you recommend as a way forward? What needs more thinking in theory and research of practice?
Part 5: References (as a part of and subset of the main References Section at the end of the full work)
Include citations for all media and other curated content throughout the work (below each image and video)
Include a references section of all sources and media used throughout the work, differentiated between your Learning Module-specific content and your literature review sources.
Include a References “element” or section using APA 7th edition with at least 10 scholarly sources and media sources that you have used and referred to in the text.
Be sure to follow APA guidelines, including lowercase article titles, uppercase journal titles first letter of each word), and italicized journal titles and volumes.
Virtual Reality in Language Acquisition: A Review of Its Impact on Oral Proficiency
Elif Varlik
Introduction
Language learning continues to present challenges for many learners, particularly when it comes to developing oral proficiency. In response, researchers and educators have increasingly turned to innovative technologies to enhance language instruction. Among these, virtual reality (VR) has emerged as a powerful tool that offers immersive, interactive environments—settings that simulate real-world contexts and engage multiple senses—to support language practice. Rather than viewing VR solely as a collection of technological devices, Steuer (1992) defines it as a mediated experience that creates a sense of telepresence - the psychological perception of “being there” (Reeves, 1991) in a virtual or simulated environment. This experiential quality puts VR as a promising medium for language learning. Empirical studies have shown that VR tools can significantly improve learners’ oral skills, especially in terms of vocabulary and content development (Xie et al., 2021). My own engagement with the Immerse Language Learning application, used in a SPAN 101 course through the Meta Quest 2 headset, further highlighted the pedagogical potential of VR. This project also explored the role of affective factors such as foreign language anxiety (Horwitz et al., 1986; Woodrow, 2006), motivation (Uztosun, 2017), and willingness to communicate (Dewaele & Dewaele, 2018). These experiences align with my research interests, which focus on how VR applications can support the development of oral proficiency in language learners. Thus, this paper will highlight methodologies, approaches, and applications of VR in language learning, specifically speaking skills and oral proficiency. To be more specific, the research questions presented below are answered.
First, we will start with a summary of VR in language learning (studies). Then, the project will explain important features of VR integration for language learning, specifically oral proficiency (studies). These will also be accompanied by frameworks such as Foreign Language anxiety (studies), motivation (studies), and willingness to communicate. This proposal plans to explore the CAMIL framework with other additional frameworks supporting language learning in VR.
Virtual Reality and Language Learning
VR is increasingly recognized as a transformative tool in language education. Defined as a computer-generated, immersive environment that simulates real-life experiences (Smart et al., 2007 as cited in Lin & Lan, 2015), VR enables learners to experience a strong sense of presence and engagement through high levels of interaction, immersion, and imagination (Burdea & Coiffet, 2003 as cited in Barrett et al., 2020). In language learning contexts, VR allows learners to experiment with roles and identities, reducing affective barriers such as anxiety while enhancing linguistic awareness and learner autonomy (Schwienhorst, 2002). Recent advances in VR technologies - particularly high-immersion VR (HiVR) using head-mounted displays such as Meta Quest headsets - have made immersive environments more accessible and pedagogically meaningful (Kucher Dhimolea et al., 2022). Studies have shown that such environments support contextualized vocabulary learning, collaborative dialogue, and improved oral communication by simulating authentic, low-stakes interactions (Barrett et al., 2020; Lin & Lan, 2015).
In their meta-analysis, Qiu et al. (2021) emphasize that VR/AR-supported language learning increasingly targets practical language competencies, especially pronunciation and speaking, followed by vocabulary, listening, and writing. They argue that VR's multimodal and interactive nature supports diverse learning preferences, but also caution that challenges such as implementation cost, lack of standardization, and potential cognitive overload remain unresolved. Lin and Lan (2015) similarly observed a pedagogical shift toward learner-centered approaches, where motivation, experiential learning, and task-based instruction are central. The evolution from text-based platforms like MOOs and MUDs to immersive 3D avatar-based environments such as Second Life reflects this trend, highlighting VR’s growing potential to simulate real-life scenarios that encourage authentic, meaningful communication.
Recent studies further validate VR's role in fostering language development. For instance, Qiu et al. (2023) found that VR had the strongest impact on vocabulary acquisition among EFL learners, with moderate gains in motivation, oral presentation, and listening comprehension. However, the technology was less effective for supporting reading and writing, likely due to VR’s inherently visual and auditory design. These findings highlight VR’s strength as a supplementary tool rather than a comprehensive replacement for traditional instruction. Complementing this, Lee et al. (2023) found that immersive VR significantly boosted students’ behavioral, affective, and cognitive engagement. Students reported higher motivation and active participation in low-anxiety environments that fostered embodied learning. While some experienced distraction due to the novelty of the medium, learning improved as they became familiar with the platform, reinforcing the importance of thoughtful instructional design, teacher facilitation, and careful management of cognitive load.
Despite its promising application, research on VR-assisted language learning remains limited, particularly in non-English contexts and among diverse learner populations. As the field continues to evolve, there is a pressing need for more inclusive and longitudinal studies that examine how VR can be effectively designed and integrated to support not only linguistic outcomes but also learner motivation, intercultural competence, and real-world communication skills.
Horwitz et al. (1986) define Foreign Language Anxiety (FLA) as a distinct anxiety type associated with language learning, especially in classroom settings. Unlike general anxiety, FLA specifically involves communication apprehension, test anxiety, and fear of negative evaluation. Learners experiencing FLA often feel debilitating fear during speaking or comprehension activities, leading to impaired performance and acquisition. Symptoms include nervousness, memory issues, class avoidance, over-preparation, negative self-perception, feeling overwhelmed by language complexity, and fear of correction. Such anxiety creates an "affective filter," hindering effective language input and output. The authors recommend reducing classroom stress through supportive teaching practices and identifying anxious students using tools like the Foreign Language Classroom Anxiety Scale (FLCAS).
Virtual reality (VR) has emerged as a powerful tool to address FLA. Yu and Duan’s (2024) meta-analysis of ten studies (486 participants) indicated a small yet significant effect favoring VR-assisted learning in reducing anxiety compared to traditional methods. VR provides immersive, low-pressure environments, allowing learners to practice without fear of judgment. The immersive sense of presence and interactivity alleviates anxiety by minimizing performance pressures and negative evaluations. Supporting these findings, York et al. (2021) reported that Japanese EFL learners favored VR over voice or video modalities due to greater enjoyment and comfort. Park et al. (2025) demonstrated that repeated use of customizable immersive VR significantly lowered anxiety among East Asian learners, particularly benefiting introverted students through personalized, low-threat practice environments. Kaplan-Rakowski and Gruber (2023) similarly found VR more effective than Zoom in reducing public speaking anxiety, attributing its effectiveness to diminished social judgment and enhanced immersion. Collectively, these studies emphasize VR’s unique ability to offer psychologically safe, engaging, and personalized contexts that effectively reduce FLA and build learner confidence.
Willingness to Communicate (WTC) refers to a learner’s readiness to initiate communication in a second language, shaped by internal factors like self-confidence, anxiety, motivation, and language proficiency, as well as external influences such as classroom environment and instructional practices. Dewaele and Dewaele (2018) found that positive attitudes toward the foreign language, higher proficiency, social enjoyment, and frequent use of the target language by the teacher were strong predictors of WTC, while foreign language anxiety was the most significant negative factor. Building on this, Shafiee Rad (2024) demonstrated that the AI-based Speeko application significantly enhanced learners’ WTC by providing personalized feedback, reducing anxiety, and increasing learners’ confidence and motivation. The AI-supported learning environment fostered greater communicative engagement by offering low-stakes, individualized practice. Together, these studies highlight the importance of emotionally supportive, interactive, and student-centered learning environments, whether traditional or technology-enhanced, for cultivating learners’ willingness to communicate in a second language. Other studies conducted on integration of VR also found to help WTC in an additional language.
Recent research highlights two distinct yet complementary pathways through which learners’ WTC in a second language can be enhanced: immersive technology and cognitive mediation. The study by Ebadi and Ebadijalal (2020) demonstrated that using Google Expeditions virtual reality (VR) significantly improved EFL learners’ WTC by providing an engaging, low-anxiety, and authentic environment. Learners in the VR group reported greater confidence, motivation, and preparedness, leading to increased willingness to initiate communication in English. Similarly, Zadorozhnyy and Lee (2023) investigated the effects of Informal Digital Learning of English (IDLE) and found that self-efficacy beliefs—learners’ confidence in their ability to perform English tasks—fully mediated the relationship between IDLE and WTC. Unlike prior research, this study showed that neither receptive nor productive IDLE activities directly impacted WTC; rather, frequent participation in IDLE activities strengthened learners’ self-efficacy, which in turn boosted their WTC. These studies suggest that both immersive virtual environments and self-directed digital learning outside the classroom can foster learners’ communicative readiness, either directly through affective engagement or indirectly via cognitive empowerment. This project’s aim is to encourage students’ language learning and provide them with a comprehensible input throughout the time they receive instruction. Thus, WTC is an important factor to consider.
Motivation plays a critical role in language learning, and virtual reality (VR) is increasingly recognized for its ability to enhance learner motivation compared to traditional classrooms. Uztosun’s (2017) framework on self-regulated motivation emphasizes learners' active control over their cognitive, emotional, and contextual processes. His 20-item Self-Regulated Motivation for Improving Speaking English as a Foreign Language (SRMIS-EFL) scale captures four dimensions: task value activation (perceived importance of speaking English), regulation of the learning environment (creating practice opportunities), regulation of affect (managing anxiety and self-confidence), and regulation of the classroom environment (active participation). This scale provides a valuable lens to understand how VR influences learners' intrinsic motivation.
Various factors help language learning in VR become more motivating for learners. These include engagement with immersive environments, a sense of belonging created by avatars, and opportunities for meaningful interaction that align with individual learning styles. Recent studies highlight how VR tools can significantly enhance language learner motivation by offering more authentic, engaging, and personalized learning experiences.
Devadze and Gechbaia (2024) found that VR significantly boosted student motivation by engaging them through immersive and interactive experiences. Students showed greater independence and enthusiasm, although challenges like technical issues and lack of teacher training sometimes hindered effectiveness, particularly for less motivated learners. Chen and Hwang (2020) reported that learners using immersive VR systems demonstrated significantly higher motivation than those using traditional multimedia tools. This was true across cognitive styles, with field-independent learners benefiting slightly more. The ability to explore realistic environments and complete meaningful tasks was key to boosting motivation.
Avatars also contribute to motivational gains. Chen and Kent (2020) found that customizable avatars in virtual environments helped struggling ESL learners feel safer and more confident, encouraging risk-taking and active participation. Similarly, Yang et al. (2020) showed that avatars functioning as conversational partners fostered a sense of presence, reduced anxiety, and supported real-world communication tasks.
Despite some limitations, such as technical barriers and training gaps, these findings collectively suggest that well-designed VR environments—especially those integrating avatars—can create a motivating, low-pressure space for language learning. Uztosun’s scale will help assess how learners sustain motivation when using VR, providing insights into the emotional and contextual factors that shape their language development.
A growing body of research highlights the positive impact of virtual reality (VR) on speaking and oral proficiency in second language learning. VR environments create psychologically safe and immersive contexts that lower learners’ anxiety and increase their willingness to communicate, two essential factors in developing oral skills. Studies consistently show that VR can support the development of key speaking components such as fluency, lexical resource, and pronunciation, though grammar gains are often less substantial.
Hoang et al. (2023) found that Vietnamese EFL students who engaged in VR-integrated speaking lessons demonstrated statistically significant improvements in fluency, coherence, vocabulary, and pronunciation, with students reporting increased confidence and motivation. Similarly, Xie et al. (2021) showed that advanced Chinese learners using mobile VR tools achieved higher scores in content and vocabulary while also experiencing greater engagement and reduced anxiety. Although grammar, fluency, and pronunciation scores did not significantly improve in this study, learners benefited from the contextualized, low-pressure speaking practice.
Further supporting these findings, Kaplan-Rakowski and Gruber (2023) observed that learners practicing in VR experienced reduced public speaking anxiety and developed greater fluency and confidence. Rababah (2023) focused specifically on pronunciation and found that VR-based training significantly enhanced learners’ fluency, intonation, and rhythm, providing engaging, real-world practice. However, not all findings are uniformly positive. Ironsi (2023) reported that although learners and teachers found VR lessons enjoyable, they did not observe measurable improvements in speaking skills, citing equipment challenges and insufficient integration. Dooly et al. (2023), studying young EFL learners, found that while accuracy was lower in VR, learners produced more spontaneous and communicatively meaningful language, and one student even reached CEFR B1 and B2 level performance in oral tasks. Taken together, these studies underscore the potential of VR to enhance various aspects of speaking proficiency, particularly when learners are provided with low-anxiety, context-rich environments. In my own project, I observed similar patterns; learners showed increased confidence, more spontaneous language use, and greater engagement during VR-integrated tasks, suggesting that when effectively implemented, VR can serve as a powerful supplement to traditional speaking instruction.
Virtual reality (VR) applications in language learning draw upon various educational theories to enhance learner motivation, engagement, and acquisition. One foundational theory we can explore is Krashen’s Input Hypothesis (1980), which posits that language is acquired when learners are exposed to comprehensible input which means language is just beyond their current proficiency level, within low-anxiety, meaningful contexts. VR environments, by offering immersive and interactive experiences, support this by lowering the affective filter and providing rich input in engaging ways. Similarly, Dörnyei’s L2 Motivational Self System (2009) emphasizes the role of personal vision and identity in language learning motivation, consisting of the Ideal L2 Self, Ought-to L2 Self, and L2 Learning Experience. VR can vividly activate these self-images, helping learners imagine themselves as successful L2 users and enhancing long-term motivation. Furthermore, Vygotsky’s Sociocultural Theory (Pathan et al., 2018) underlines the importance of social interaction, scaffolding, and mediation in cognitive and language development. VR can simulate collaborative tasks, enabling learners to work within their Zone of Proximal Development (ZPD) alongside avatars or real peers, thereby internalizing language structures through guided practice. A recent review by Qiu (2023) highlights that while many VR-based EFL studies remain atheoretical, those grounded in constructivism achieved the highest effect sizes, followed by embodied cognition and situated learning theories, which suggest that learners construct knowledge through immersive, sensory-rich, and contextual experiences, aligning naturally with VR affordances. Although the sample sizes for theory-based studies are limited, these findings show VR’s compatibility with established learning theories. In this project, I will explore the Cognitive Affective Model of Immersive Learning (CAMIL).
The Cognitive Affective Model of Immersive Learning (CAMIL): A Theoretical Research-Based Model of Learning in Immersive Virtual Reality
Makransky & Petersen (2021) introduce the Cognitive Affective Model of Immersive Learning (CAMIL), a theoretical framework that synthesizes existing research on learning in immersive virtual reality (IVR). The CAMIL framework argues that instructional methods effective in less immersive media can generalize to IVR but emphasizes that certain methods specifically facilitate IVR's unique affordances, namely, presence and agency. Presence refers to the psychological state of feeling "being there" (see Reeves, 1991), while agency relates to feeling in control of one's actions within the virtual environment. The model proposes that technological features such as immersion, control factors, and representational fidelity support these affordances, which in turn influence six cognitive and affective factors: interest, intrinsic motivation, self-efficacy, embodiment, cognitive load, and self-regulation. Ultimately, these factors can enhance learning outcomes including factual, conceptual, procedural knowledge, and knowledge transfer. The framework underscores the importance of aligning instructional strategies with the unique affordances of immersive technologies for effective learning design.
Kaplan-Rakowski and Gruber (2023) and Conrad et al. (2024) provide empirical evidence supporting Makransky and Petersen’s (2021) Cognitive Affective Model of Immersive Learning (CAMIL). Kaplan-Rakowski and Gruber examined cognitive and affective outcomes in VR-based language learning and found that high-immersion VR significantly increased intrinsic motivation and sense of presence compared to traditional 2D video. Contrary to expectations, cognitive load was not significantly higher in VR, suggesting immersive environments effectively engage learners without overwhelming them. Additionally, learners using VR demonstrated improved reading comprehension, reinforcing CAMIL’s proposal that immersive experiences positively influence learning through enhanced engagement. Similarly, Conrad et al. (2024) validated CAMIL’s emphasis on presence and agency, highlighting that active learner engagement within immersive VR settings greatly enhanced educational outcomes compared to passive or traditional methods. Their systematic review emphasized that agency learners' sense of autonomy and meaningful interaction significantly contributes to deeper understanding and increased learner engagement. Together, these studies reinforce CAMIL's assertion that effectively designed instructional strategies aligning with VR’s unique affordances, such as presence and agency, are crucial for maximizing learning outcomes.
This paper examines how virtual reality (VR) supports the development of speaking skills and oral proficiency in language learning. Early studies favored desktop VR platforms like Second Life and OpenSim for their accessibility and low cost (Qui et al., 2021). More recently, high-immersion tools such as Oculus Rift, HTC Vive, and Google Cardboard have enabled more interactive and embodied experiences that facilitate vocabulary development and speaking practice.
Various studies have been conducted on developing oral proficiency with VR. Thrasher (2023) implemented VR using Oculus Go in a French conversation course, where learners engaged in collaborative speaking tasks across the classroom, Zoom, and VR settings. Students reported increased engagement and comfort in the immersive environment. Likewise, Dooly et al. (2023) used the Immerse platform with young EFL learners in Spain, finding that VR encouraged spontaneous language use and greater oral production, despite lower grammatical control. In a study by Xie et al. (2021), advanced Chinese L2 learners used Google Expeditions to deliver VR-based oral presentations as virtual tour guides. These learners showed notable gains in vocabulary and content quality, with qualitative data highlighting enhanced motivation and active participation. Therefore, the implementation of VR was found to be useful in language learning.
To further support the development of oral proficiency and communicative competence, educators can encourage learners to develop peer-based projects using VR tools. These projects could include collaborative dialogues, role-plays, or cultural exchange simulations in immersive environments. For example, learners might work in pairs or small groups to create virtual scenarios that reflect real-world interactions, such as giving directions, debating cultural customs, or conducting interviews. These tasks allow students to apply vocabulary and grammar contextually while fostering intercultural awareness, critical thinking, and teamwork. Incorporating peer collaboration in VR not only promotes meaningful communication but also helps learners take intellectual risks in a psychologically safe space.
Despite the increasing integration of VR into language learning environments, several limitations hinder its full potential and adoption to teaching. Dooly et al. (2023) found that teachers often struggled with managing group dynamics and providing individualized feedback in real-time, as the immersive interface limited their ability to monitor all participants simultaneously. Additionally, technical glitches and connectivity issues, such as VR headsets failing to calibrate, application crashes, audio lags, and unstable internet connections, disrupted learning continuity, which can be considered a major drawback for institutions without adequate technical support or infrastructure. Similarly, Devadze and Gechbaia (2024) reported that high school EFL learners benefited from VR-enhanced vocabulary learning and motivation; however, teachers expressed concerns over their own technological competence and the steep learning curve required to effectively integrate VR tools into curricula. A lack of localized VR content and reliance on foreign platforms also made cultural and contextual adaptation difficult. Park et al. (2025) also addressed these concerns and emphasized that while learners showed heightened affective engagement and improved pronunciation, the initial excitement often waned due to repetitive tasks, limited scenario diversity, and the novelty effect diminishing over time. Moreover, many learners experienced discomfort wearing head-mounted displays (such as Meta Quest headsets) for extended periods, citing dizziness and fatigue as barriers to sustained use. This highlights the need for further development of VR applications alongside improvements to the physical design of high-immersion headsets. Such discomfort may pose challenges for certain groups, such as children, individuals with vestibular or visual sensitivities, or those with pre-existing health conditions, for whom prolonged VR exposure could cause more harm than benefit. A broader concern across these studies is the insufficient development of collaborative learning in VR environments. Most platforms continue to emphasize individual interaction with the technology over peer-to-peer engagement, which is critical in communicative language teaching. Klimova (2021) highlight that while VR holds transformative potential, significant obstacles remain including cost, teacher training, content development, and ergonomic design. Addressing these challenges requires not only technological refinement but also pedagogical innovation and institutional investment to ensure that VR becomes a sustainable and inclusive tool in language education.
Virtual reality (VR) holds significant potential in language learning, particularly in enhancing speaking skills and oral proficiency. By offering a sense of “being there,” VR creates immersive environments that boost learner motivation and willingness to communicate. Drawing from foundational theories such as Krashen’s Input Hypothesis, Dörnyei’s L2 Motivational Self System, and Vygotsky’s sociocultural theory, the integration of VR aligns well with effective language learning principles. Features like cultural exchange, embodiment, engagement, and anytime-anywhere access add to its appeal. However, limitations remain. While VR cannot fully replicate real-life communication, high-immersion platforms like Immerse strive to bridge this gap through interactive elements such as headset-controlled object manipulation, avatars, and social environments. Cognitive overload, high equipment costs, digital literacy challenges, and the rapid pace of technological advancement also pose concerns. There is a clear need for longitudinal research to evaluate VR’s long-term effects and to inform teacher training and curriculum development.
The project I am currently involved in supports Spanish language learners by offering both live VR classes and AI-powered asynchronous lessons. These experiences not only enhance learners’ speaking skills but also build confidence and foster autonomous learning. Expanding such applications and research will deepen our understanding of VR’s role in language education and its broader implications for communicative competence.
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