Skip to main content

ETHNOS_APP

Home • Search • Journals • List 0

Virtual reality in problem‐based learning contexts

Effects on the problem‐solving performance, vocabulary acquisition and motivation of English language learners

Bibliographic Data

ID21499366
AuthorsChing‐Huei Chen (0000-0001-9697-3752, Department of Industrial Education and Technology National Changhua University of Education Changhua Taiwan), Hsiu‐Ting Hung (0000-0002-6005-7645, Department of English National Kaohsiung University of Science and Technology Kaohsiung Taiwan), Hui‐Chin Yeh (0000-0001-9283-6291, Department of Applied Foreign Languages National Yunlin University of Science and Technology Douliu Taiwan, corresponding author)
Year2021
Volume37
Issue3
Pages851-860
Publication date2021-06-01
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueJournal of Computer Assisted Learning (JOURNAL)
Journal identifiersISSN: 0266-4909 • E-ISSN: 1365-2729
PublisherWiley (PUBLISHER • GB)
DOI10.1111/jcal.12528
OpenAlexW3127211988
LanguageEN
Citations received42
References cited48

Learning a foreign language requires interaction with language input while involved in a task. Given that problem‐based learning (PBL) offers hands‐on application in realistic contexts, and that virtual reality (VR) enables learners to interact with multiple modalities of information, this study examines how the integration of VR technology into PBL contexts affects students' motivation for, problem‐solving during, and vocabulary acquisition in learning English as a foreign language (EFL). A total of 84 engineering majors who enrolled in a course of English for specific purposes were randomly assigned to either an experimental group or a control group. Students in the experimental group participated in a VR‐assisted PBL context, in which they were to view a PBL scenario using VR technology and then to create VR videos about solving the given problems. Those in the control group participated in a PBL context without the use of VR technology for viewing and solving the identical scenario. After the intervention, all the students wrote a problem‐solving analysis, took a vocabulary knowledge test, completed a learning motivation questionnaire, and participated in individual interviews. The results showed that the students in the experimental group significantly outperformed those in the control group in terms of vocabulary acquisition, and were more motivated to learn English related to their future careers, whereas there was no significant difference in the problem‐solving performance of the two groups. Implications of these findings highlight the value of engaging EFL learners in immersive environments for contextualized learning through the integrated use of VR and PBL

Comprehension · Foreign language · Human–computer interaction · Language acquisition · Linguistics · Mathematics education · Modalities · Multimedia · Problem-based learning · Virtual reality · Vocabulary · Computer Science · Engineering · Problem and Project Based Learning · Psychology · Simulation-Based Education in Healthcare · Virtual Reality Applications and Impacts · Artificial Intelligence

  • Promoting the Quality of Life of Elderly during the Covid-19 Pandemic

    Open Access•Chia-Jung Lee, Yen Hsu•International Journal of…•2021

  • The effect of high-immersion virtual reality environments on L2 learners’ socio-emotional variables

    Open Access•Yulia Khoruzhaya, Kara Moranski et al.•ReCALL•2026

  • Can Virtual Reality Promote Cognitive, Affective, and Psychomotor Learning? A Synthesis of Systematic Reviews and Meta-Analytic Evidence

    Open Access•Yuchun Zhong, Chunqi Li et al.•Journal of Educational Computing…•2026

  • Investigating the Implementation of Multimodality and Spherical Video-Based Immersive Virtual Reality in the Indonesian Language for Foreign Speakers’ Learning Materials

    Open Access•I Wayan Eka Dian Rahmanu, Ida Bagus Artha Adnyana et al.•Theory and Practice in Language…•2023

  • Measuring Vocabulary Knowledge for Secondary Graduate Students

    Open Access•Yasser Alsuhaibani•Journal of Language Teaching and…•2025

  • Enhancing student reading performance through a personalized two-tier problem-based learning approach with generative artificial intelligence

    Open Access•Changqin Huang, Yihua Zhong et al.•Humanities and Social Sciences…•2025

  • Integrating educational theories with virtual reality

    Open Access•Syed Faisal Abbas Shah, Tehseen Mazhar et al.•Social Sciences & Humanities Open•2024

  • Online or face-to-face problem-based learning tutorials? Comparing perceptions and preferences of students and tutors

    Open Access•Hany Atwa, Hani Salem Atwa et al.•Frontiers in Education•2024

  • Incorporating Cooperative Project-Based Learning in the Teaching of English as a Foreign Language

    Open Access•Abderrazak Zaafour, María Sagrario Salaberri Ramiro•Education Sciences•2022

  • Integrating Artificial Intelligence and Extended Reality in Language Education

    Open Access•Weijian Yan, Belle Li et al.•Education Sciences•2025

  • Di̇l Öğreti̇mi̇nde Sanal Gerçekli̇k Uygulamalarinin Kullanimi

    Open Access•Bilal Şimşek•International Journal Of Turkish…•2023

  • Enhancing 21st-century competencies via virtual reality digital content creation

    Wen-Chi Vivian Wu, Kinnosuke Manabe et al.•Journal of Research on Technology…•2023

  • Effects of a self-regulated-based gamified virtual reality system on students’ English learning performance and affection

    Jia‐Hua Zhao, Patcharin Panjaburee et al.•Interactive Learning Environments•2024

  • Use of immersive virtual reality in environmental education

    Tao Xie, Yunong Yang•Interactive Learning Environments•2025

  • The effects of a self-developed virtual reality environment on college EFL learners’ vocabulary learning

    Lin Luan, Gwo-Jen Hwang et al.•Interactive Learning Environments•2025

  • A systematic review of SVVR in language education in terms of the Addie model

    Di Zou, Morris Siu‐Yung Jong et al.•Interactive Learning Environments•2024

  • A virtual reality-based collaborative argument mapping approach in the EFL classroom

    Husni Mubarok, Chi-Jen Lin et al.•Interactive Learning Environments•2024

  • A meta-analysis of the effects of spherical video-based virtual reality on cognitive and non-cognitive learning outcomes

    Bian Wu, Xinyu Chang et al.•Interactive Learning Environments•2024

  • Effects of an article-structure strategy-based spherical video-based virtual reality approach on EFL learners’ English reading comprehension and learning conceptions

    Chenchen Liu, Yu Guo et al.•Interactive Learning Environments•2024

  • Virtual reality is not always a cure-all

    Shao‐Ting Alan Hung, Wan-Ju Chen et al.•Interactive Learning Environments•2024

  • Multimodality in the English language classroom

    Open Access•Fei Victor Lim, Weimin Toh et al.•Linguistics and Education•2022

  • Development of self-directed learning readiness of English language learners through mobile-assisted problem-based learning

    Open Access•Inkyu Han•International Journal of…•2025

  • Virtual vs. traditional learning in higher education

    Open Access•Tommaso Santilli, Silvia Ceccacci et al.•Computers & Education•2025

  • Is game-based language learning general or specific-oriented? Exploring the applicability of mobile virtual realities to medical English education in the middle east

    Open Access•Ali Derakhshan, Timothy Teo et al.•Computers & Education•2024

  • The impact of virtual technology on students’ creativity

    Open Access•Yubiao Wang, Wenping Liu et al.•Computers & Education•2024

  • Development and implementation of a generative artificial intelligence-enhanced simulation to enhance problem-solving skills for pre-service teachers

    Open Access•Jieun Lim, Unggi Lee et al.•Computers & Education•2025

  • Online or in‐class problem based learning

    Open Access•Ali Orhan•Journal of Computer Assisted…•2024

  • Effects of Virtual Reality Game‐Assisted Inquiry‐Based Learning on Bilingual Visual Arts Education

    Open Access•C W Yang, Chih‐wei Yang et al.•Journal of Computer Assisted…•2026

  • The effect of virtual reality learning on students' motivation

    Open Access•Juming Jiang, Luke K Fryer•Journal of Computer Assisted…•2024

  • Effects of providing EFL learners with additional online and face‐to‐face practise opportunities to promote active learning in higher education

    Open Access•Jingrong Liu, Shujun Li et al.•Journal of Computer Assisted…•2024

  • Enhancing students' learning achievements, self‐efficacy, and motivation using mobile augmented reality

    Open Access•Fatimah H Aldeeb, Omar M Sallabi et al.•Journal of Computer Assisted…•2024

  • Effects of AR ‐ and VR ‐based wearables in teaching English

    Open Access•Cheng‐Yu Hung, Yen‐Ting Lin et al.•Journal of Computer Assisted…•2023

  • More challenging or more achievable? The impacts of difficulty and dominant goal orientation in leaderboards within educational gamification

    Open Access•Yang Cao, Shao-Ying Gong et al.•Journal of Computer Assisted…•2022

  • The evolving impact of virtual reality-based cultural immersion

    Open Access•Yuhong Wang, Huirui Zhang et al.•Acta Psychologica•2026

  • Virtual reality in English language education

    Open Access•I Wayan Eka Dian Rahmanu, György Molnár et al.•Acta Psychologica•2026

  • A Tripartite Conceptualisation of the Pedagogic Use of Interactive 360° Images in a Special School Setting

    Open Access•Sammy Chapman, Geetha Beauchamp•TechTrends•2025

  • Does Artificial Intelligence (AI) Nurture or Hinder Language Learners' Higher‐ Order Thinking Skills (Hots)? A Phenomenological Study on L2 Learners' Perspectives and Lived Experiences

    Open Access•Ali Derakhshan, Mohammad Sadegh Taghizadeh•International Journal of Applied…•2025

  • The Impact of Game‐Based Metaverse on Language Learning Motivation, Anxiety, and Vocabulary

    Open Access•Ferdi Çelık•International Journal of Applied…•2025

  • Application of Problem-Based Learning in English Language Teaching

    Open Access•Inkyu Han•SAGE Open•2025

  • Unveiling the Influences

    Open Access•Yu Cui, Lingjie Tang et al.•Journal of Psycholinguistic…•2025

  • Impact of English-Speaking Environments and Chinese Language Pronunciation on the Speaking Proficiency of English Learners in China

    Open Access•Gang Zhang, Hui Lu•Journal of Psycholinguistic…•2024

  • Meta‐analyses of anxiety, motivation, performance, satisfaction, and self‐efficacy in virtual reality‐assisted language education

    Open Access•Yu Zhonggen, Peng Duan•Foreign Language Annals•2024

  • Questionnaires in Second Language Research

    Zoltán Dörnyei, Tatsuya Taguchi•Questionnaires in Second Language…•2009

  • The Sources of Four Commonly Reported Cutoff Criteria

    Open Access•Charles E Lance, Marcus M Butts et al.•Organizational Research Methods•2006

  • Effectiveness of virtual reality-based instruction on students' learning outcomes in K-12 and higher education

    Open Access•Zahira Merchant, Ernest T Goetz et al.•Computers & Education•2014

  • Problem-Based Learning

    Open Access•Cindy E Hmelo-Silve, Cindy E Hmelo-Silver•Educational Psychology Review•2004

  • Extending the use of soil survey information

    Open Access•R B Brown, Gerald A Miller•Journal of Agronomic Education•1989

  • Effects of problem-based learning

    Open Access•Filip Dochy, Mien Segers et al.•Learning and Instruction•2003

  • A taxonomy of problem‐based learning methods

    Open Access•Howard S Barrows•Medical Education•1986

  • The role of affordance in the experience of virtual reality learning

    Open Access•Doh Shin, Dong-Hee Shin•Telematics and Informatics•2017

  • Immersive virtual reality as a pedagogical tool in education

    Open Access•D Hamilton, J McKechnie et al.•Journal of Computers in Education•2021

  • Empathy and embodied experience in virtual environment

    Open Access•Doh Shin, Donghee Shin•Computers in Human Behavior•2018

  • Virtual reality in language learning

    Antigoni Parmaxi•Interactive Learning Environments•2023

  • Enhancing EFL students’ intracultural learning through virtual reality

    Hui‐Chin Yeh, Sheng-Shiang Tseng et al.•Interactive Learning Environments•2022

  • Effects of peer assessment within the context of spherical video-based virtual reality on EFL students’ English-Speaking performance and learning perceptions

    Open Access•Shu-Yun Chien, Gwo-Jen Hwang et al.•Computers & Education•2020

  • A systematic review of immersive virtual reality applications for higher education

    Open Access•Jaziar Radianti, Tim A Majchrzak et al.•Computers & Education•2020

  • Effectiveness of virtual reality game in foreign language vocabulary acquisition

    Open Access•Mohammed Alfadil•Computers & Education•2020

  • EFL learners’ strategy use during task-based interaction in Second Life

    Open Access•Julian Chen, Julian ChengChiang Chen•Australasian Journal of…•2016

  • The effect of input characteristics and individual differences on L2 comprehension of authentic and modified listening tasks

    Open Access•Kátia Monteiro, Youjin Kim•System•2020

  • Language ‘skills’ and the neoliberal English education industry

    Hyunjung Shin•Journal of Multilingual and…•2016

  • English Language Learners at the Crossroads of Educational Reform

    Open Access•Lily Wong Fillmore•TESOL Quarterly•2014

  • Immersive Virtual Reality as an Effective Tool for Second Language Vocabulary Learning

    Open Access•Julie Legault, Jiayan Zhao et al.•Languages•2019

  • Situated Cognition and the Culture of Learning

    Open Access•John Seely Brown, Alan Collins et al.•Educational Researcher•1989

Unique citing works42
Citations per year8,4
Citation span2021 - 2026 (6)
Citation velocitycurrent
Highly citedNo
Citation typesNeutral: 42

Tools

Open DOI
Ethnos_APP • Open Source Project • MIT License • Frontend v2.0.0 • Privacy and Cookies • API Documentation: api.ethnos.app/docs • API Source Code: GitHub • DOI: 10.5281/zenodo.17049435 • Frontend Source Code: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae