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The effectiveness of immersive learning technologies in K–12 English as second language learning: A systematic review

Published online by Cambridge University Press:  01 March 2024

Yueqi Weng
Affiliation:
University of Georgia, USA (yueqi.weng07@uga.edu)
Matthew Schmidt
Affiliation:
University of Georgia, USA (matthew.schmidt@uga.edu)
Wanju Huang
Affiliation:
Purdue University, USA (huan1040@purdue.edu)
Yuanyue Hao
Affiliation:
University of Oxford, UK (haoyuanyue@aliyun.com)
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Abstract

Immersive learning technologies offer K–12 English learners simulated contexts for language acquisition through virtual interactions, influencing learner attitudes and enhancing cross-curricular skills. While past literature reviews have explored learners’ English skills and emotions, few have delved into the learning effectiveness of immersive technologies for K–12 students. This systematic review analyzed 33 studies from 2012 to 2021, focusing on research designs, the role of immersive technologies in English learning, and the theoretical underpinnings of these studies. Results highlight the methods used to gauge learning effectiveness, the ways immersive technologies bolster learners’ attitudes and skills, and a noticeable gap in theoretical grounding. Recommendations for future research are provided.

Information

Type
Research Article
Creative Commons
Creative Common License - CCCreative Common License - BYCreative Common License - NCCreative Common License - ND
This is an Open Access article, distributed under the terms of the Creative Commons Attribution-NonCommercial-NoDerivatives licence (http://creativecommons.org/licenses/by-nc-nd/4.0/), which permits non-commercial re-use, distribution, and reproduction in any medium, provided that no alterations are made and the original article is properly cited. The written permission of Cambridge University Press must be obtained prior to any commercial use and/or adaptation of the article.
Copyright
© The Author(s), 2024. Published by Cambridge University Press on behalf of EUROCALL, the European Association for Computer-Assisted Language Learning
Figure 0

Table 1. Search strategy and search terms

Figure 1

Table 2. Inclusion and exclusion criteria

Figure 2

Figure 1. PRISMA flowchart of the screening process of eligible records

Figure 3

Table 3. Operational definitions of learning effectiveness: Design elements and outcomes in VR and AR intervention studies

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Figure 2. Data collection methods in the identified studies

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Figure 3. Learning outcomes enhanced by augmented reality (AR) and virtual reality (VR) interventions

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Table 4. Use of theories in the identified studies

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