Research Article
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The Effects of Using Virtual Reality in Vocabulary Teaching on Vocabulary Retention and Learning Motivation

Year 2025, Volume: 14 Issue: 3, 773 - 785, 31.07.2025
https://doi.org/10.14686/buefad.1597905

Abstract

This research explored the impact of integrating virtual reality (VR) in vocabulary teaching on both vocabulary retention and learning motivation among students at an English preparatory school affiliated with a foundation university in Istanbul. The study involved 47 participants, with the experimental group (25) receiving vocabulary instruction through VR-integrated activities, while the control group (22) was taught the same vocabulary using traditional methods. Spanning over 15 weeks, the study included various tests, quizzes and semi-structured interviews. Statistical analysis was applied to the test results, while discourse analysis was utilized for the interview data. The findings revealed that VR integration significantly enhanced both short-term and long-term vocabulary retention compared to traditional methods. This indicates that VR not only helps students remember new words but also reinforces their vocabulary over time. Moreover, the VR-based approach had a positive impact on students’ motivation, with many participants reporting greater enthusiasm and engagement during lessons. It also improved productivity and interaction among students, creating a more dynamic classroom environment. The VR activities facilitated vocabulary acquisition, enhanced comprehension, and helped students develop advanced pronunciation skills. Additionally, students reported that the immersive VR experience offered valuable cultural insights into countries where the target language is spoken, which further enriched the learning process. In conclusion, the findings demonstrate that VR is an effective and innovative tool for teaching vocabulary. It offers numerous pedagogical benefits, including improved retention, motivation, engagement, and comprehension, and enhances the overall language learning experience. The research suggests that VR-based vocabulary teaching can be a transformative tool in modern language education.

References

  • Alfadil, M. (2020). The effectiveness of virtual reality game in foreign language vocabulary acquisition. Computers & Education, 158, 103928. https://doi.org/10.1016/j.compedu.2020.103928
  • Alemi, M., & Khatoony, S. (2020). Virtual reality assisted pronunciation training (VRAPT) for young EFL learners. Teaching English with Technology, 20(4), 59-81.
  • Ashraf, H. Ghanei, M. F. & Salamic, M. (2014). The impact of online games on learning english vocabulary by Iranian (low-intermediate) efl learners, Article in Procedia - Social and Behavioral Sciences. 286-287 https://doi.org/10.1016/j.sbspro.2014.03.418
  • Baddeley, A. D., Thomson, N., & Buchanan, M. (1975). Word length and the structure of short-term memory. Journal of Verbal Learning and Verbal Behavior, 14(6), 575–589. https://doi.org/10.1016/S0022-5371(75)80045-4
  • Berti, M. (2021). The unexplored potential of virtual reality for cultural learning. The Eurocall Rewiev. 29(1). 60-67. https://doi.org/10.4995/eurocall.2021.12809
  • Chen, C., Hung, H. T., & Yeh, H. C., (2020). 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. 851-860. https://doi.org/10.1111/jcal.12528
  • Çiftpınar, B. (2012). Brain-based construct approach in second language learning. Elementary Education Online. 11(1), 107-117.
  • Dörnyei, Z. (2007). Research Methods in Applied Linguistics. Oxford University Press.
  • E Shaw, S., & Bailey, J. (2009). Discourse analysis: what is it and why is it relevant to family practice? Family practice, 26(5), 413-419. https://doi.org/10.1093/fampra/cmp038
  • Gilakjani, A. P., & Ahmadi, M. R. (2011). Why is pronunciation so difficult to learn? English language teaching, 4(3), 74-83. https://doi.org/10.5539/elt.v4n3p74
  • Harris, K., & Reid, D. (2005). The influence of virtual reality play on children's motivation. Canadian journal of occupational therapy, 72(1), 21-29. https://doi.org/10.1177/000841740507200107
  • Hsu, Y. C. (2020). Exploring the learning motivation and effectiveness of applying virtual reality to high school mathematics. Universal Journal of Educational Research, 8(2), 438-444. https://doi.org//10.13189/ujer.2020.080214
  • Huang, W., Roscoe, R. D., Johnson‐Glenberg, M. C., & Craig, S. D. (2021). Motivation, engagement, and performance across multiple virtual reality sessions and levels of immersion. Journal of Computer Assisted Learning, 37(3), 745-758. https://doi.org/10.1111/jcal.12520
  • Ivankova, N. V., Creswell, J. W., & Stick, S. L. (2006). Using mixed-methods sequential explanatory design: From theory to practice. Field methods, 18(1), 3-20. https://doi.org/10.1177/1525822X05282260
  • Kessler, G. (2018). Technology and the future of language teaching. Foreign Language Annals, 51(1), 205–218. https://doi.org/10.1111/flan.12318
  • Koçbug, R. (2018). The effectiveness of virtual reality tools on vocabulary learning and retention. (Publication No. 511320) [Master’s dissertation, Istanbul University]. https://tez.yok.gov.tr/UlusalTezMerkezi/tezSorguSonucYeni.jsp
  • Laufer, B. (1990). Why are some words more difficult than others?—Some intralexical factors that affect the learning of words. International Review of Applied Linguistics in Language Teaching, 28(4). 293-307. https://doi.org/10.1515/iral.1990.28.4.293
  • Nemec, M., Fasuga, R., Trubac, J., & Kratochvil, J. (2017). Using virtual reality in education. 2017 15th International Conference on Emerging eLearning Technologies and Applications (ICETA). 1-6. https://doi.org/10.1109/ICETA.2017.8102514
  • Ord, J. (2012). John Dewey and Experiential Learning: Developing the theory of youth work. Youth & Policy, 108(1), 55-72.
  • 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
  • Sokmen, A. J. (1997). Current trends in teaching second language vocabulary. Vocabulary; description, acquisition and pedagogy, 152-160.
  • Sun, J. C. Y., & Zhang, Y. (2022). The effects of virtual reality-assisted language learning: A meta-analysis. Sustainability, 14(6), 3147. https://doi.org/10.3390/su14063147
  • Trazo, S. P., & Abocejo, F. T. (2019). International phonetic alphabet (IPA) front vowel sound recognition of beginner foreign learners. European Journal of Education Studies. 5(12). 183-196. http://dx.doi.org/10.5281/zenodo.2606194
  • Vazquez, C., Xia, L., Aikawa, T., & Maes, P. (2018). Words in Motion: Kinesthetic Language Learning in Virtual Reality. 2018 IEEE 18th International Conference on Advanced Learning Technologies (ICALT). http://doi.ieeecomputersociety.org/10.1109/ICALT.2018.00069

Sanal Gerçekliğin (VR) Kelime Öğretiminde Kullanımının Kelime Dağarcının Tutulması ve Öğrenme Motivasyonu Üzerindeki Etkileri

Year 2025, Volume: 14 Issue: 3, 773 - 785, 31.07.2025
https://doi.org/10.14686/buefad.1597905

Abstract

Bu araştırma, bir vakıf üniversitesine bağlı İngilizce hazırlık okulundaki öğrenciler üzerinde sanal gerçekliğin (VR) kelime öğretimine entegre edilmesinin hem kelime dağarcının korunması hem de kelime öğrenme motivasyonu üzerindeki etkilerini incelemiştir. Çalışma, VR entegre edilmiş etkinliklerle kelime öğretimi yapılan deney grubu öğrencileri (25) ve aynı kelimelerin geleneksel yöntemlerle öğretildiği kontrol grubu öğrencilerinden(22) oluşan 47 katılımcıyı içermektedir. 15 hafta süren araştırmada çeşitli testler, kısa sınavlar ve yarı yapılandırılmış mülakatlar gerçekleştirilmiştir. Test sonuçlarına istatistiksel analiz uygulanırken, mülakat verileri için söylem analizi yapılmıştır. Elde edilen bulgular, VR entegrasyonunun kelime dağarcığının kısa ve uzun vadeli korunmasında geleneksel yöntemlere göre önemli bir fark yaratığını ve VR tabanlı öğretimin kelime öğrenimini daha kalıcı hale getirdiğini göstermektedir. Buna ek olarak, VR tabanlı öğretim, öğrencilerin motivasyonunu arttırmış, derslere olan katılım düzeylerini yükseltmiş ve etkileşimli bir öğrenme ortamı yaratmıştır. Bu ortam, öğrencilerin yalnızca kelime edinimini değil, aynı zamanda anlama becerilerini, dil bilgisi ve telaffuz düzeylerini de geliştirmiştir. Katılımcılar, VR etkinliklerinin dil öğrenme sürecini daha sürükleyici ve eğlenceli hale getirdiğini, bu sayede öğrenmeye olan ilgilerinin arttığını belirtmişlerdir. Ayrıca, VR etkinlikleri, öğrencilere hedef dilin konuşulduğu ülkeler hakkında kültürel içgörüler sunarak, dil öğrenmenin ötesine geçip kültürel bir boyut kazandırmıştır. Bu, öğrencilerin dil bilgilerini sadece teorik düzeyde değil, aynı zamanda gerçek dünya bağlamında da geliştirmelerini sağlamıştır. Sonuç olarak, araştırma bulguları, VR'nin kelime öğretimi için etkili ve yenilikçi bir araç olduğunu, öğrencilerin öğrenme motivasyonlarını artırarak öğrenme sürecini daha verimli hale getirdiğini ve pedagojik faydalar sunduğunu ortaya koymaktadır. Ayrıca, VR tabanlı öğretimin, dil öğrenme deneyimini zenginleştirerek, öğrencilerin daha aktif ve katılımcı bir şekilde öğrenmelerine olanak tanıdığı vurgulanmıştır. Bu çalışma, VR'nin dil öğretimi alanında sunduğu potansiyeli ve faydaları daha geniş bir perspektiften değerlendiren gelecekteki araştırmalar için önemli bir temel oluşturmuştur.

References

  • Alfadil, M. (2020). The effectiveness of virtual reality game in foreign language vocabulary acquisition. Computers & Education, 158, 103928. https://doi.org/10.1016/j.compedu.2020.103928
  • Alemi, M., & Khatoony, S. (2020). Virtual reality assisted pronunciation training (VRAPT) for young EFL learners. Teaching English with Technology, 20(4), 59-81.
  • Ashraf, H. Ghanei, M. F. & Salamic, M. (2014). The impact of online games on learning english vocabulary by Iranian (low-intermediate) efl learners, Article in Procedia - Social and Behavioral Sciences. 286-287 https://doi.org/10.1016/j.sbspro.2014.03.418
  • Baddeley, A. D., Thomson, N., & Buchanan, M. (1975). Word length and the structure of short-term memory. Journal of Verbal Learning and Verbal Behavior, 14(6), 575–589. https://doi.org/10.1016/S0022-5371(75)80045-4
  • Berti, M. (2021). The unexplored potential of virtual reality for cultural learning. The Eurocall Rewiev. 29(1). 60-67. https://doi.org/10.4995/eurocall.2021.12809
  • Chen, C., Hung, H. T., & Yeh, H. C., (2020). 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. 851-860. https://doi.org/10.1111/jcal.12528
  • Çiftpınar, B. (2012). Brain-based construct approach in second language learning. Elementary Education Online. 11(1), 107-117.
  • Dörnyei, Z. (2007). Research Methods in Applied Linguistics. Oxford University Press.
  • E Shaw, S., & Bailey, J. (2009). Discourse analysis: what is it and why is it relevant to family practice? Family practice, 26(5), 413-419. https://doi.org/10.1093/fampra/cmp038
  • Gilakjani, A. P., & Ahmadi, M. R. (2011). Why is pronunciation so difficult to learn? English language teaching, 4(3), 74-83. https://doi.org/10.5539/elt.v4n3p74
  • Harris, K., & Reid, D. (2005). The influence of virtual reality play on children's motivation. Canadian journal of occupational therapy, 72(1), 21-29. https://doi.org/10.1177/000841740507200107
  • Hsu, Y. C. (2020). Exploring the learning motivation and effectiveness of applying virtual reality to high school mathematics. Universal Journal of Educational Research, 8(2), 438-444. https://doi.org//10.13189/ujer.2020.080214
  • Huang, W., Roscoe, R. D., Johnson‐Glenberg, M. C., & Craig, S. D. (2021). Motivation, engagement, and performance across multiple virtual reality sessions and levels of immersion. Journal of Computer Assisted Learning, 37(3), 745-758. https://doi.org/10.1111/jcal.12520
  • Ivankova, N. V., Creswell, J. W., & Stick, S. L. (2006). Using mixed-methods sequential explanatory design: From theory to practice. Field methods, 18(1), 3-20. https://doi.org/10.1177/1525822X05282260
  • Kessler, G. (2018). Technology and the future of language teaching. Foreign Language Annals, 51(1), 205–218. https://doi.org/10.1111/flan.12318
  • Koçbug, R. (2018). The effectiveness of virtual reality tools on vocabulary learning and retention. (Publication No. 511320) [Master’s dissertation, Istanbul University]. https://tez.yok.gov.tr/UlusalTezMerkezi/tezSorguSonucYeni.jsp
  • Laufer, B. (1990). Why are some words more difficult than others?—Some intralexical factors that affect the learning of words. International Review of Applied Linguistics in Language Teaching, 28(4). 293-307. https://doi.org/10.1515/iral.1990.28.4.293
  • Nemec, M., Fasuga, R., Trubac, J., & Kratochvil, J. (2017). Using virtual reality in education. 2017 15th International Conference on Emerging eLearning Technologies and Applications (ICETA). 1-6. https://doi.org/10.1109/ICETA.2017.8102514
  • Ord, J. (2012). John Dewey and Experiential Learning: Developing the theory of youth work. Youth & Policy, 108(1), 55-72.
  • 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
  • Sokmen, A. J. (1997). Current trends in teaching second language vocabulary. Vocabulary; description, acquisition and pedagogy, 152-160.
  • Sun, J. C. Y., & Zhang, Y. (2022). The effects of virtual reality-assisted language learning: A meta-analysis. Sustainability, 14(6), 3147. https://doi.org/10.3390/su14063147
  • Trazo, S. P., & Abocejo, F. T. (2019). International phonetic alphabet (IPA) front vowel sound recognition of beginner foreign learners. European Journal of Education Studies. 5(12). 183-196. http://dx.doi.org/10.5281/zenodo.2606194
  • Vazquez, C., Xia, L., Aikawa, T., & Maes, P. (2018). Words in Motion: Kinesthetic Language Learning in Virtual Reality. 2018 IEEE 18th International Conference on Advanced Learning Technologies (ICALT). http://doi.ieeecomputersociety.org/10.1109/ICALT.2018.00069
There are 24 citations in total.

Details

Primary Language English
Subjects Linguistics (Other)
Journal Section Research Article
Authors

Begüm Çakıcı 0009-0000-8529-261X

Hakan Dilman 0000-0001-8640-9306

Submission Date December 7, 2024
Acceptance Date June 1, 2025
Early Pub Date July 30, 2025
Publication Date July 31, 2025
Published in Issue Year 2025 Volume: 14 Issue: 3

Cite

APA Çakıcı, B., & Dilman, H. (2025). The Effects of Using Virtual Reality in Vocabulary Teaching on Vocabulary Retention and Learning Motivation. Bartın University Journal of Faculty of Education, 14(3), 773-785. https://doi.org/10.14686/buefad.1597905

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