The Role Immersive Technology in Creating Rich Affordance Environment for ELT

Authors

DOI:

https://doi.org/10.54855/ijte.25533

Keywords:

immersive technology, English Language Teaching, affordance, socio-cultural theory

Abstract

In contemporary educational contexts, the application of immersive technologies (VR, AR, and MR) in English Language Teaching (ELT) has gained significant attention. Thus, the aim of this literature review is to investigate the benefits of these technologies in creating rich affordance environments for language learning within ELT via the theoretical frameworks of affordances and sociocultural theory. This review synthesizes recent research on the impact of VR, AR, and MR on language acquisition, emphasizing their established benefits in enhancing engagement and interactivity. The analysis of current studies via the lens of Socio-cultural theory reveals that immersive technologies effectively support the process of creating meaningful and contextualized learning experiences. This review intends to offer insights to educators and researchers who want to utilize immersive technologies to design language learning experiences that are engaging, successful, and aligned with current pedagogical approaches.

Author Biographies

  • Ngo Nguyen Thien Duyen, Ho Chi Minh City University of Economics and Finance, Vietnam

    Ms. Ngo Nguyen Thien Duyen completed her MA in Applied Linguistics and TESOL at Macquarie University, Australia. She has published articles in local and international journals. She is currently a lecturer at Ho Chi Minh city University of Economics and Finance. Her research interests include but are not limited to TESOL, teacher professional development, assessment practice, and intercultural communication.

  • To Thi Kieu Oanh, Ho Chi Minh City University of Economics and Finance, Vietnam

    Ms. To Thi Kieu Oanh is a lecturer at the Faculty of English at Ho Chi Minh city University of Economics and Finance in Vietnam. She obtained her MA in TESOL in 2011 from Victoria University, Australia. Her research interests encompass teaching language skills, learner autonomy, and assessment practices.

References

Aagaard, J. (2018). Magnetic and multistable: Reinterpreting the affordances of educational technology. International Journal of Educational Technology in Higher Education, 15(1), 4. https://doi.org/10.1186/s41239-017-0088-4

Akçayır, M., & Akçayır, G. (2017). Advantages and challenges associated with augmented reality for education: A systematic review of the literature. Educational Research Review, 20, 1-11. https://doi.org/10.1016/j.edurev.2016.11.002

Alharbi, W. H. (2022). The affordances of augmented reality technology in the English for specific purposes classroom: It’s impact on vocabulary learning and students motivation in a Saudi higher education institution. Journal of Positive School Psychology, 6(3), 6588–6602.

Alizadeh, M., & Hawkinson, E. (2021). Case study 10, Japan: Smartphone virtual reality for tourism education—A case study. In L. Miller & J. G. Wu (Eds.), Language Learning with Technology (pp. 211-222). Springer Nature Singapore. https://doi.org/10.1007/978-981-16-2697-5_17

Alshumaimeri, Y., & Mazher, N. (2023). Augmented reality in teaching and learning English as a foreign language: A systematic review and meta-analysis. World Journal of Advanced Research and Reviews, 19(1), 1093-1098.

Altun, H. K., & Lee, J. (2020). Immersive learning technologies in english language teaching: a meta-analysis. International Journal of Contents, 16(3), 18-32. https://doi.org/10.5392/IJoC.2020.16.3.018

Arslantaş, T. K., & Tokel, S. T. (2018). Anxiety, motivation, and self-confidence in speaking English during task based activities in Second Life. Kastamonu Education Journal, 26(2), 287-296.

Aylett, R. (1999). Narrative in virtual environments—Towards emergent narrative. In M. Mateas & P. Sengers (Eds.), Proceedings of the AAAI Fall Symposium on Narrative Intelligence (pp. 83–86). AAAI Press.

Belda-Medina, J., & Marrahi-Gomez, V. (2023). The impact of augmented reality (AR) on vocabulary acquisition and student motivation. Electronics, 12(3), 749. https://doi.org/10.3390/electronics12030749

Bonner, E., & Reinders, H. (2018). Augmented and virtual reality in the language classroom: Practical ideas. Teaching English with Technology, 18(3), 33-53.

Braun, V., & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3(2), 77–101. https://doi.org/10.1191/1478088706qp063oa

Bui, T. T., & Nguyen, T. S. (2023). The Survey of Digital Transformation in Education: A Systematic Review. International Journal of TESOL & Education, 3(4), 32-51. https://doi.org/10.54855/ijte.23343

Castañeda, M. A., Guerra, A. M., & Ferro, R. (2018). Analysis on the gamification and implementation of Leap Motion Controller in the I.E.D. Técnico industrial de Tocancipá. Interactive Technology and Smart Education, 15(2), 155-164. https://doi.org/10.1108/ITSE-12-2017-0069

Castillo, M. I. (2016). Using a virtual world as a communication space to supplement an online course platform for teaching oral communication skills to adult English as a Second Language learners [Doctoral dissertation, Texas A&M University–Kingsville].

Chang, E., Kim, H. T., & Yoo, B. (2020). Virtual reality sickness: A review of causes and measurements. International Journal of Human–Computer Interaction, 36(17), 1658-1682. https://doi.org/10.1080/10447318.2020.1778351

Chen, C. H., Hung, H. T., & Yeh, H. C. (2021). Virtual reality in problem‐based learning contexts: Effects on the problem‐solving performance, vocabulary acquisition and motivation of English language learners. Journal of Computer Assisted Learning, 37(3), 851-860. https://doi.org/10.1111/jcal.12528

Cheng, C. C. J., & Kent, S. (2020). Task engagement, learner motivation and avatar identities of struggling English language learners in the 3D virtual world. System, 88, 102168. https://doi.org/10.1016/j.system.2019.102168

Cheng, K. H., & Tsai, C. C. (2020). Students’ motivational beliefs and strategies, perceived immersion and attitudes towards science learning with immersive virtual reality: A partial least squares analysis. British Journal of Educational Technology, 51(6), 2140-2159. https://doi.org/10.1111/bjet.12956

Squires, D. R. (2019). Immersive learning experiences: Technology enhanced instruction, adaptive learning, augmented reality, and m-learning in informal learning environments. i-Manager's Journal of Educational Technology, 15(4), 17. https://doi.org/10.26634/jet.15.4.15410

De Back, T. T., Tinga, A. M., & Louwerse, M. M. (2023). Learning in immersed collaborative virtual environments: Design and implementation. Interactive learning environments, 31(8), 5364-5382. https://doi.org/10.1080/10494820.2021.2006238

Denzin, N. K. (2017). The research act: A theoretical introduction to sociological methods. Routledge.

Dobrova, V., Labzina, P., Ageenko, N., Nurtdinova, L., & Elizarova, E. (2018). Virtual and augmented reality in language acquisition. In Proceedings of the International Conference on the Theory and Practice of Personality Formation in Modern Society (ICTPPFMS 2018) (Vol. 38, pp. 218–223). Atlantis Press. https://doi.org/10.2991/ictppfms-18.2018.38

Ebadi, S., & Ebadijalal, M. (2022). The effect of Google Expeditions virtual reality on EFL learners’ willingness to communicate and oral proficiency. Computer Assisted Language Learning, 35(8), 1975-2000. https://doi.org/10.1080/09588221.2020.1854311

Ezeh, C. C. (2017). Affordances of immersive virtual learning environments for English language learners’ engagement in oral language fluency tasks [Doctoral dissertation, Washington State University].

Gibson, J. J. (1979). The theory of affordances. The ecological approach to visual perception. The people, place and, space reader, 56-60.

Herrera Mosquera, L. (2017). Impact of implementing a virtual learning environment (VLE) in the EFL classroom. Íkala, Revista de Lenguaje y Cultura, 22(3), 479-498.

Hockly, N. (2019). Augmented reality. ELT Journal, 73(3), 328-334. https://doi.org/10.1093/elt/ccz020

Huang, R. (2023). Designing and evaluating a 3D virtual world game for English language learning: A learning experience design approach. The Journal of Applied Instructional Design. https://doi.org/10.59668/515.12900

Kavanagh, S., Luxton-Reilly, A., Wuensche, B., & Plimmer, B. (2017). A systematic review of virtual reality in education. Themes in science and technology education, 10(2), 85-119.

Khodabandeh, F., & Mombini, A. (2024). Exploring the effect of augmented reality technology on high school students’ vocabulary learning, personality traits, and self-efficacy in flipped and blended classes. Education and Information Technologies, 29(12), 16027-16050. https://doi.org/10.1007/s10639-024-12486-5

Kuhail, M. A., ElSayary, A., Farooq, S., & Alghamdi, A. (2022, September). Exploring immersive learning experiences: A survey. In Informatics (Vol. 9, No. 4, p. 75). MDPI. https://doi.org/10.3390/informatics9040075

Li, Z., & Zhou, X. (2021). Flipping a virtual EFL public speaking class integrated with MOOCs during the COVID-19 pandemic. International Journal of TESOL Studies, 3(1), 178–195. https://doi.org/10.46451/ijts.2021.03.05

Liaw, M.-L. (2019). EFL learners’ intercultural communication in an open social virtual environment. Journal of Educational Technology & Society, 22(2), 38-55.

Lin, T.-J., & Lan, Y.-J. (2015). Language learning in virtual reality environments: Past, present, and future. Journal of Educational Technology & Society, 18(4), 486-497.

Liu, E., Liu, C., Yang, Y., Guo, S., & Cai, S. (2018). Design and implementation of an augmented reality application with an English learning lesson. In Proceedings of the 2018 IEEE International Conference on Teaching, Assessment, and Learning for Engineering (TALE) (pp. 494–499). IEEE. https://doi.org/10.1109/TALE.2018.8615384

Marcel, F. (2020). Mobile mixed reality technologies for language teaching and learning [Doctoral dissertation, Ontario Institute for Studies in Education, University of Toronto].

Merchant, Z., Goetz, E. T., Cifuentes, L., Keeney-Kennicutt, W., & Davis, T. J. (2014). Effectiveness of virtual reality-based instruction on students' learning outcomes in K-12 and higher education: A meta-analysis. Computers & Education, 70, 29-40.

Mohd Nabil, N. S., Nordin, H., & Ab Rahman, F. (2024). Immersive language learning: Evaluating augmented reality filter for ESL speaking fluency teaching. Journal of Research in Innovative Teaching & Learning, 17(2), 182-195. https://doi.org/10.1108/JRIT-04-2024-0111

Ngo, N. T. D., & Vo, T. N. (2024). Augmented reality in English language teaching: A literature review on catering to diverse learning styles. International Journal of TESOL & Education, 5(1), 71-87. https://doi.org/10.54855/ijte.25514

Nguyen, T. N. N., & Nguyen, T. T. U. (2024). Benefits of teaching English to children in virtual classes: Teachers’ perspectives from Khanh Hoa province, Viet Nam. International Journal of Language Instruction, 3(1), 91-107. https://doi.org/10.54855/ijli.24316

Nowell, L. S., Norris, J. M., White, D. E., & Moules, N. J. (2017). Thematic analysis: Striving to meet the trustworthiness criteria. International journal of qualitative methods, 16(1), 1609406917733847. https://doi.org/10.1177/1609406917733847

Parmaxi, A. (2023). Virtual reality in language learning: A systematic review and implications for research and practice. Interactive learning environments, 31(1), 172-184. https://doi.org/10.1080/10494820.2020.1765392

Parong, J., & Mayer, R. E. (2018). Learning science in immersive virtual reality. Journal of Educational Psychology, 110(6), 785-797. https://doi.org/10.1037/edu0000241

Parveau, M., & Adda, M. (2018). 3iVClass: A new classification method for Virtual, Augmented and Mixed Realities. Procedia Computer Science, 141, 263–270. https://doi.org/10.1016/j.procs.2018.10.180

Peixoto, B., Pinto, R., Melo, M., Cabral, L., & Bessa, M. (2021). Immersive virtual reality for foreign language education: A PRISMA systematic review. IEEE Access, 9, 48952-48962. https://doi.org/10.1109/ACCESS.2021.3068858

Radianti, J., Majchrzak, T. A., Fromm, J., & Wohlgenannt, I. (2020). A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda. Computers & Education, 147, 103778.

Rauf, H., Javaid, A., & Aslam, T. (2021). Challenges faced by ELT instructors at tertiary level in virtual learning environment (VLE) during the pandemic: Opportunities and way forward. PalArch's Journal of Archaeology of Egypt/Egyptology, 18(5), 536-545.

Reinhardt, J. (2021). Everyday technology-mediatized language learning. In Foreign Language Learning in the Digital Age (1 ed., pp. 67-78). Routledge. https://www.taylorfrancis.com/books/9781003032083/chapters/10.4324/9781003032083-6

Rosyidah, U. J., & Anugerahwati, M. (2024). Integrating augmented reality in English language teaching: Trends in Indonesia from 2019 to 2023. English Review: Journal of English Education, 12(2), 483-498. https://doi.org/10.25134/erjee.v12i2.8992

Santos, M. E. C., Chen, A., Taketomi, T., Yamamoto, G., Miyazaki, J., & Kato, H. (2014). Augmented reality learning experiences: Survey of prototype design and evaluation. IEEE Transactions on Learning Technologies, 7(1), 38-56. https://doi.org/10.1109/TLT.2013.37

Selfa-Sastre, M., Pifarré, M., Cujba, A., Cutillas, L., & Falguera, E. (2022). The role of digital technologies to promote collaborative creativity in language education. Frontiers in Psychology, 13, 828981. https://doi.org/10.3389/fpsyg.2022.828981

Shadiev, R., & Yang, M. (2020). Review of studies on technology-enhanced language learning and teaching. Sustainability, 12(2), 524. https://doi.org/10.3390/su12020524

Shadiev, R., Yu, J., & Sintawati, W. (2021). Exploring the impact of learning activities supported by 360-degree video technology on language learning, intercultural communicative competence development, and knowledge sharing. Frontiers in Psychology, 12, 766924. https://doi.org/10.3389/fpsyg.2021.766924

Shi, J., Sitthiworachart, J., & Hong, J.-C. (2024). Supporting project-based learning for students’ oral English skill and engagement with immersive virtual reality. Education and information technologies, 29(11), 14127-14150. https://doi.org/10.1007/s10639-023-12433-w

Shi, Y. (2020). A working memory investigation of immersive visualization technologies on construction task performance [Doctoral dissertation, University of Florida].

Shih, Y.-C. (2015). A virtual walk through London: Culture learning through a cultural immersion experience. Computer Assisted Language Learning, 28(5), 407-428. https://doi.org/10.1080/09588221.2013.851703

Sorte, P. B., & Kim, N. J. (2023). Integrating augmented reality and problem-based learning into English language teaching through instructional design. Revista Tempos e Espaços em Educação, 16(35), 1-19. https://doi.org/10.20952/revtee.v16i35.19073

Tai, T.-Y., & Chen, H. H.-J. (2021). The impact of immersive virtual reality on EFL learners’ listening comprehension. Journal of Educational Computing Research, 59(7), 1272-1293. https://doi.org/10.1177/0735633121994291

Takkaç Tulgar, A., Yilmaz, R. M., & Topu, F. B. (2022). Research trends on the use of augmented reality technology in teaching English as a foreign language. Participatory Educational Research, 9(5), 76-104. https://doi.org/10.17275/per.22.105.9.5

Tang, F. (2024). Understanding the role of digital immersive technology in educating the students of english language: does it promote critical thinking and self-directed learning for achieving sustainability in education with the help of teamwork? BMC psychology, 12(1), 144.

Taskiran, A. (2019). The effect of augmented reality games on English as foreign language motivation. E-learning and Digital Media, 16(2), 122-135. https://doi.org/10.1177/2042753018817541

Tu, T. H. P. (2022). The effects of using education technology tools on learning grammar for students in secondary school. International Journal of Language Instruction, 1(1), 41-52. https://doi.org/10.54855/ijli.22115

Ustun, A. B., Simsek, E., Karaoglan-Yilmaz, F. G., & Yilmaz, R. (2022). The effects of AR-enhanced English language learning experience on students’ attitudes, self-efficacy and motivation. TechTrends, 66(5), 798-809. https://doi.org/10.1007/s11528-022-00757-2

Van Lier, L. (2004). Emergence and affordance. In L. van Lier (Ed.), The ecology and semiotics of language learning: A sociocultural perspective (pp. 79–105). Springer Netherlands. https://doi.org/10.1007/1-4020-7912-5_4

Viktoria, D., Polina, L., Natalia, A., Lilia, N., & Evgenia, E. (2018, September). Virtual and augmented reality in language acquisition. In International Conference on the Theory and Practice of Personality Formation in Modern Society (ICTPPFMS 2018) (pp. 218-223). Atlantis Press. https://doi.org/10.2991/ictppfms-18.2018.38

Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes (M. Cole, V. John-Steiner, S. Scribner, & E. Souberman, Trans.). Harvard University Press. (Original work published 1934)

Wang, C., Lian, X., Zhuang, C., Kwok, P. K., & Yan, M. (2021). A virtual reality–based spoken English learning platform. In Proceedings of the 2021 IEEE 24th International Conference on Computer Supported Cooperative Work in Design (CSCWD) (pp. 867–872). IEEE. https://doi.org/10.1109/CSCWD49262.2021.9437696

Weng, Y., Schmidt, M., Huang, W., & Hao, Y. (2024). The effectiveness of immersive learning technologies in K-12 English as second language learning: A systematic review. ReCALL, 1-20. https://doi.org/10.1017/S0958344024000041

Wertsch, J. V. (1985). The semiotic mediation of mental life: L. S. Vygotsky and M. M. Bakhtin. In Semiotic Mediation (pp. 49-71). Elsevier. https://doi.org/10.1016/B978-0-12-491280-9.50009-1

Wu, H., Cai, T., Luo, D., Liu, Y., & Zhang, Z. (2021). Immersive virtual reality news: A study of user experience and media effects. International Journal of Human-Computer Studies, 147, 102576. https://doi.org/10.1016/j.ijhcs.2020.102576

Xiangming, L., & Song, S. (2018). Mobile technology affordance and its social implications: A case of “Rain Classroom”. British Journal of Educational Technology, 49(2), 276-291. https://doi.org/10.1111/bjet.12586

Yang, F.-C. O., Lo, F.-Y. R., Hsieh, J. C., & Wu, W.-C. V. (2020). Facilitating communicative ability of EFL learners via high-immersion virtual reality. Journal of Educational Technology & Society, 23(1), 30-49.

Yang, J. C., Chen, C. H., & Chang Jeng, M. (2010). Integrating video-capture virtual reality technology into a physically interactive learning environment for English learning. Computers & Education, 55(3), 1346-1356. https://doi.org/10.1016/j.compedu.2010.06.005

Yip, J., Wong, S.-H., Yick, K.-L., Chan, K., & Wong, K.-H. (2019). Improving quality of teaching and learning in classes by using augmented reality video. Computers & Education, 128, 88-101. https://doi.org/10.1016/j.compedu.2018.09.014

York, J., Shibata, K., Tokutake, H., & Nakayama, H. (2021). Effect of SCMC on foreign language anxiety and learning experience: A comparison of voice, video, and VR-based oral interaction. ReCALL, 33(1), 49-70. https://doi.org/10.1017/S0958344020000154

Yousif, A., & Noman, M. (2023). Augmented reality in teaching and learning English as a foreign language: A systematic review and meta-analysis. World Journal of Advanced Research and Reviews, 19(1), 1093-1098. https://doi.org/10.30574/wjarr.2023.19.1.1324

Yudintseva, A. (2023). Virtual reality affordances for oral communication in English as a second language classroom: A literature review. Computers & Education: X Reality, 2, 100018. https://doi.org/10.1016/j.cexr.2023.100018

Zheng, L., Xie, T., & Liu, G. (2018). Affordances of virtual reality for collaborative learning. In Proceedings of the 2018 International Joint Conference on Information, Media and Engineering (ICIME) (pp. 6–10). IEEE. https://doi.org/10.1109/ICIME.2018.00011

Downloads

Published

04-07-2025

Issue

Section

Literature Review

How to Cite

Ngo, N. T. D., & To, T. K. O. (2025). The Role Immersive Technology in Creating Rich Affordance Environment for ELT. International Journal of TESOL & Education, 5(3), 39-59. https://doi.org/10.54855/ijte.25533

Similar Articles

1-10 of 170

You may also start an advanced similarity search for this article.