Paper Status Tracking
Contact us
[email protected]
Click here to send a message to me 3275638434
Paper Publishing WeChat

Article
Affiliation(s)

International Language and Culture center, Yuan Ze University, Taiwan

ABSTRACT

According to a BBC report, 2016 marked the year when virtual reality (VR) transitioned from concept to reality[1]. VR has emerged in various fields and is highly effective in many ways. The implementation of VR technology in teaching and learning has gradually become popular. Through the 3D realistic learning environment, learners are immersed in the virtual environment. Language education needs to create an immersive English learning environment and atmosphere. Therefore, in order to understand the substantial benefits of integrating VR into English language acquisition, this research will adopt the VR teaching materials to Freshman English Courses. For students who will participate in the use of VR technology to learn English, the pre-test, post-test, and surveys will be analyzed. Through the analysis of questionnaire data, explore whether the VR model is effective in enhancing learning interest and motivation, and evaluate the effectiveness of enhancing language ability learning. This research is based on the Technology Acceptance Model, using Pivot Report and SPSS software to analyze the results of the tests. Pearson correlation coefficient analysis will be also adopted to explore the three aspects of the usage of VR: (a) Does VR really work for enhancing learning motivation and interest?; (b) To explore the feasibility of VR in the educational field analyzed by the Technology Acceptance Model (TAM, Technology Acceptance Model); and (c) Learning effectiveness of the participants. The results of this research will provide references for language teachers who would like to implement innovative teaching, enrich teaching materials, and enhance learning effectiveness.

KEYWORDS

Virtual Reality (VR), Technology Acceptance Model (TAM), immersive learning, learning motivation

Cite this paper

Journal of Literature and Art Studies, July 2025, Vol. 15, No. 7, 540-552

References

Burbules N. C. (2006). Rethinking the virtual. In J. Weiss, J. Nolan, J. Hunsinger, P. Trifonas (Eds), The International Handbook of Virtual Learning Environments, 37-58. Springer, Dordrecht.

Casado-Vara, R., Prieto-Castrillo, F., & Corchado, J. M. (2018). A game theory approach for cooperative control to improve data quality and false data detection in WSN. Int. J. Robust Nonlinear Control, 28(16), 5087-5102.

Chau, P. Y. K., & Lai, V. S. K. (2003). An empirical investigation of the determinants of user acceptance of internet banking. Journal of Organizational Computing and Electronic Commerce, 13(2), 123-145. https://doi.org/10.1207/S15327744JOCE1302_3.

Hernández, B., Jiménez, J., & Martín, M. J. (2010). Customer behavior in electronic commerce: The moderating effect of e-purchasing experience. Journal of Business Research, 63(9-10), 964-971. https://doi.org/10.1016/j.jbusres.2009.01.019.

Huang, L., Lu, M. -T., & Wong, B. K. (2003). The impact of power distance on email acceptance: Evidence from the PRC. Journal of Computer Information Systems, 44(1), 93-101. https://doi.org/10.1080/08874417.2003.11647556.

Oh, H., Jeong, M., & Baloglu, S. (2013). Tourists’ adoption of self-service technologies at resort hotels. Journal of Business Research, 66(6), 692-699. https://doi.org/10.1016/j.jbusres.2011.09.005.

Vergara, D., Lorenzo, M., & Rubio, M. P. (2015). Virtual environments in materials science and engineering: The students’ opinion. In H. Lim (Ed.), Handbook of Research on Recent Developments in Materials Science and Corrosion Engineering Education (1st ed.) (pp. 148-165). Hershey, PA, USA: IGI Global.

Vergara, D., Rubio, M. P., & Lorenzo, M. (2015). A virtual environment for enhancing the understanding of ternary phase diagrams. J. Mater. Educ. 37(3-4), 93-101.

Bruner, G. C., & Kumar, A. (2005). Explaining consumer acceptance of handheld Internet devices. Journal of Business Research, 58(5), 553-558. https://doi.org/10.1016/j.jbusres.2003.08.002.

Choi, Y. K., & Totten, J. W. (2012). Self-construal’s role in mobile TV acceptance: Extension of TAM across cultures. Journal of Business Research, 65(11), 1525-1533. https://doi.org/10.1016/j.jbusres.2011.02.036.

Dalcher, I., & Shine, J. (2003). Extending the new technology acceptance model to measure the end user information systems satisfaction in a mandatory environment: A bank’s treasure. Technology Analysis & Strategic Management, 15(4), 441-455.

Davis, F. D. (1986). A technology acceptance model for empirically testing new end-user information systems: Theory and results (Doctoral Dissertation: Massachusetts Institute of Technology).

Davis, F. D., Bagozzi, R. P., & Warshaw, P. R. (1989). User acceptance of computer technology: A comparison of two theoretical models. Management Science, 35(8), 982-1003.

Ha, S., & Stoel, L. (2009). Consumer e-shopping acceptance: Antecedents in a technology acceptance model. Journal of Business Research, 62(5), 565-571. https://doi.org/10.1016/j.jbusres.2008.06.016.

Hodgson, P., Lee, V. W., Chan, J. C., Fong, A., Tang, C. S., Chan, L., & Wong, C. (2019). Immersive Virtual Reality (IVR) in higher education: Development and implementation. Augmented reality and virtual reality (pp. 161-173). Springer, Cham.

Huang, H. M. & Liaw, S. S. (2018). An analysis of learners’ intentions toward virtual reality learning based on constructivist and technology acceptance approaches. International Review of Research in Open and Distributed Learning, 19(1), 90-115. https://doi.org/10.19173/irrodl.v19i1.2503.

Huang, T. K., Yang, C. H., Hsieh, Y. H., Wang, J. C., & Hung, C. C. (2018). Augmented Reality (AR) and virtual Reality (VR) applied in dentistry. Kaohsiung J Med Sci, 34(4), 243-248. doi:10.1016/j.kjms.2018.01.009.

Huang, X., Zou, D., Cheng, G., & Xie, H. (2021). A systematic review of AR and VR enhanced language learning. Sustainability, 13(9), 4639. https://doi.org/10.3390/su13094639.

Krokos, E., Plaisant, C. & Varshney, A. (2019). Virtual memory palaces: immersion aids recall. Virtual Reality, 23, 1-15. https://doi.org/10.1007/s10055-018-0346-3.

Man, S. S., Fang, Y., Chan, A. H. S., & others. (2025). VR technology acceptance for English learning amongst secondary school students: Role of classroom climate and language learning anxiety. Education and Information Technologies, 30, 4131-4155. https://doi.org/10.1007/s10639-024-12969-5.

Martel, E., & Muldner, K. (2017). Controlling VR. games: Control schemes and the player experience. Entertainment Computing, 21, 19-31.

Pando-Garcia, J., Periañez-Cañadillas, I., & Charterina, J. (2016). Business simulation games with and without supervision: An analysis based on the TAM model. Journal of Business Research, 69(5), 1731-1736. https://doi.org/10.1016/j.jbusres.2015.10.046.

Parmaxi, A. (2020). 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.

Peixoto B., Pinto D., Krassmann A., Melo M., Cabral L., & Bessa, M. (2019). Using Virtual Reality tools for teaching foreign languages. New Knowledge in Information Systems and Technologies, 581-588. https://link.springer.com/chapter/10.1007/978-3-030-16187-3_56.

Prensky, M. (2001). Digital natives, digital immigrants. On the Horizon, 9(5), 1-6.

Vergara, D., Rubio, M. P., & Lorenzo, M. (2017). On the design of virtual reality learning environments in engineering. Multimodal Technologies and Interaction, 1(2), 11.

Cho, Yeonhee, C. (2018). How spatial presence in VR affects memory retention and motivation on second language learning: A comparison of desktop and immersive VR-based learning”. Theses-ALL. 204. https://surface.syr.edu/thesis/204https://surface.syr.edu/thesis/204

About | Terms & Conditions | Issue | Privacy | Contact us
Copyright © 2001 - David Publishing Company All rights reserved, www.davidpublisher.com
3 Germay Dr., Unit 4 #4651, Wilmington DE 19804; Tel: 001-302-3943358 Email: [email protected]