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L2 learner experiences in a playful constructivist metaverse space

Published online by Cambridge University Press:  15 October 2024

Sangmin-Michelle Lee
Affiliation:
Kyung Hee University, Republic of Korea (sangminlee@khu.ac.kr)
Tae youn Ahn
Affiliation:
Korea National Sport University, Republic of Korea (ahntyn@gmail.com)
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Abstract

This study creates a virtual space for language learning using a user-customizable metaverse platform and explores its potential for EFL learning. To this end, a virtual learning space, grounded in constructivist learning principles – contextualized learning, active learning, and collaborative learning – was created on a 2D metaverse platform. The metaverse was designed as a simulated deserted island for enjoyable and playful learning, allowing the students to actively explore, discover, and interact as they look for clues to escape the island. For educational application, 29 Korean middle school students participated in a two-hour activity. Data included screen recordings of student activities, student surveys, and interviews with the students and teachers. The findings showed that, as an EFL learning space of playful constructivism, the metaverse had great potential to embed contextualized learning and served as a medium for active learning that positively affected student interest and motivation. The results confirmed that the team-based approach combined with a game-like metaverse fostered student collaboration. Overall, the study showcased how language instructors can make use of a customizable metaverse for L2 learning and how a virtual space may serve as an arena for learner-centered instruction.

Information

Type
Research Article
Creative Commons
Creative Common License - CCCreative Common License - BY
This is an Open Access article, distributed under the terms of the Creative Commons Attribution licence (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted re-use, distribution and reproduction, provided the original article is properly cited.
Copyright
© The Author(s), 2024. Published by Cambridge University Press on behalf of EUROCALL, the European Association for Computer-Assisted Language Learning
Figure 0

Figure 1. Desert Island Survival module on the app.

Figure 1

Figure 2. Screenshot of the deserted island.

Figure 2

Figure 3. Inside the portals: Under the sea, the jungle, the pirate ship.Note. The numbered circles mark portals to different places: to the cave (1), under the sea (2), the pirate ship (3), the jungle (4), and the river (5); the squares: interactive items; ovals: the students’ avatars; black squares on the top of the screen: the students’ videos.

Figure 3

Table 1. Students’ reaction to the learning experience in the metaverse (N = 29)

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