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Extended Reality in Language Learning

Bibliographic Data

ID23740360
AuthorsRobin Couture‐Matte (Université TÉLUQ, corresponding author)
Year2026
Pages1-6
Publication date2026-03-26
Peer ReviewedYes
Open AccessYes
TypeCHAPTER
VenueEncyclopedia of Applied Linguistics (SOURCE_BOOK)
PublisherWiley (PUBLISHER • GB)
DOI10.1002/9781405198431.wbeal20866
OpenAlexW7140779656
ISBN9781405198431
LanguageEN
References cited15

Digital technologies and devices such as virtual reality headsets, smartphones, and laptops have opened up new possibilities for language researchers, teachers, and learners to shape what students see, hear, and do in the language classroom. In particular, augmented reality (AR), virtual reality (VR), and mixed reality (MR) have grown steadily in recent years and are now grouped under the umbrella term extended reality (XR). These technologies exist on a continuum from the physical to the fully virtual and aim to provide learners with immersive digital experiences that modify or entirely recreate their environments. When paired with meaningful tasks, XR technologies enable language learning that is both contextualized and embodied. Research has shown that XR technologies offer a range of benefits for language learners, including gains in all four language skills, enhanced critical thinking, and increased engagement. These benefits are often associated with key theoretical frameworks and affordances of XR, such as embodied cognition, intercultural exchange, and constructivist learning. This chapter provides an overview of current research and applications of XR in language education, along with pedagogical insights and directions for future inquiry.

Affordance · Augmented reality · Educational technology · Embodied cognition · Immersive technology · Language acquisition · Mixed reality · Virtual reality

  • Concepts, affordances, and theoretical frameworks of mixed reality enhanced language learning

    Ruofei Zhang, Di Zou et al.•Interactive Learning Environments•2024

  • Augmented reality in language learning

    Open Access•Antigoni Parmaxi, Alan A Demetriou•Journal of Computer Assisted…•2020

  • Augmented‐reality‐enhanced game‐based learning in flipped English classrooms

    Open Access•Hsiu‐Ting Hung, Hui‐Chin Yeh•Journal of Computer Assisted…•2023

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

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

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