Research Article
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Year 2025, Volume: 5 Issue: 2, 92 - 103, 31.12.2025
https://doi.org/10.57019/jmv.1557771

Abstract

References

  • Celik, F., & Baturay, M. H. (2024). The effect of metaverse on L2 vocabulary learning, retention, student engagement, presence, and community feeling. BMC psychology, 12(1), 58. https://doi.org/10.1186/s40359-024-01549-4
  • Lee, S. M., Wang, X., Park, I., & Lestiono, R. (2024). It feels so real! Situated authentic language learning in immersive virtual reality. Education and Information Technologies, 1-23. https://doi.org/10.1007/s10639-024-12807-8
  • Qiu, X. B., Shan, C., Yao, J., & Fu, Q. K. (2024). The effects of virtual reality on EFL learning: A meta-analysis. Education and Information Technologies, 29(2), 1379-1405. https://doi.org/10.1007/s10639-023-11738-0
  • Schwienhorst, K. (2002). The state of VR: A meta-analysis of virtual reality tools in second language acquisition. Computer Assisted Language Learning, 15(3), 221-239. https://doi.org/10.1076/call.15.3.221.8186
  • Alfadil, M. (2020). Effectiveness of virtual reality game in foreign language vocabulary acquisition. Computers & Education, 153: 1–13. https://doi.org/10.1016/j.compedu.2020.103893
  • Lai, K.-W. K. & Chen, H.-J. H. (2021). A comparative study on the effects of a VR and PC visual novel game on vocabulary learning. Computer Assisted Language Learning, 36(3): 312–345. https://doi.org/10.1080/09588221.2021.1928226
  • Madini, A. A., & Alshaikhi, D. (2017). VR for teaching ESP vocabulary: A myth or a possibility. International Journal of English Language Education, 5(2), 111–126. https://doi.org/10. 5296/ijele.v5i2.11993
  • Tai, T. Y., Chen, H. H. J., & Todd, G. (2022). The impact of a virtual reality app on adolescent EFL learners’ vocabulary learning. Computer Assisted Language Learning, 35(4), 892-917. https://doi.org/10.1016/j.compedu.2020.103893
  • Kruk, M. (2014). The use of Internet resources and browser-based virtual worlds in teaching grammar. Teaching English with Technology, 14(2), 51-66.
  • Alemi, M. & Khatoony, S. (2020) Virtual reality-assisted pronunciation training (VRAPT) for young EFL learners. Teaching English with Technology, 20(4): 59–81. https://eric.ed.gov/?id=EJ1271706J.
  • Lan, Y. J., Fang, W. C., Hsiao, I. Y., & Chen, N. S. (2018). Real body versus 3D avatar: The effects of different embodied learning types on EFL listening comprehension. Educational Technology Research and Development, 66, 709-731. https://doi.org/10.1007/s11423-018-9569-y
  • Chien, S. Y., Hwang, G. J., & Jong, M. S. Y. (2020). Effects of peer assessment within the context of spherical video-based virtual reality on EFL students’ English-speaking performance and learning perceptions. Computers & Education, 146, 103751. https://doi.org/10.1016/j.compedu.2019.103751.
  • Chen, J. C., & 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
  • Wang, C. P., Lan, Y. J., Tseng, W. T., Lin, Y. T. R., & Gupta, K. C. L. (2020). On the effects of 3D virtual worlds in language learning–a meta-analysis. Computer Assisted Language Learning, 33(8), 891-915. https://doi.org/10.1080/09588221.2019.1598444
  • 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, 36(2), 210–229. https://doi.org/10.1017/S0958344024000041
  • Davis, A., Murphy, J., Owens, D., Khazanchi, D., & Zigurs, I. (2009). Avatars, people, and virtual worlds: Foundations for research in metaverses. Journal of the Association for Information Systems, 10(2), 1. https://doi.org/10.17705/1jais.00183
  • Han, S., & Noh, Y. (2021). Analyzing higher education instructors’ perception on Metaverse-based education. Journal of Digital Contents Society, 22(11), 1793-1806. https://doi.org/10.9728/dcs.2021.22.11.1793
  • Onu, P., Pradhan, A., & Mbohwa, C. (2023). Potential to use metaverse for future teaching and learning. Education and Information Technologies, 29(7), 8893-8924. https://doi.org/10.1007/s10639-023-12167-9
  • Brown, J. S., Collins, A., & Duguid, P. (1989). Situated cognition and the culture of learning. 1989, 18(1), 32-42.
  • Goel, L., Johnson, N., Junglas, I., & Ives, B. (2010). Situated learning: Conceptualization and measurement. Decision Sciences Journal of Innovative Education, 8(1), 215-240. https://doi.org/10.1111/j.1540-4609.2009.00252.x
  • Stein, D. (1998). Situated learning in adult education. Columbus, OH: ERIC Clearinghouse on Adult, Career, and Vocational Education [ED418250].
  • Aydın, S. (2022). The metaverse in foreign language learning: A theoretical framework. Journal of Language and Linguistic Studies, 17, 53-68. https://doi.org/10.29329/irelt.2022.505.2
  • Hwang, Y., Shin, D., & Lee, H. (2023). Students’ perception on immersive learning through 2D and 3D metaverse platforms. Educational technology research and development, 71(4), 1687-1708. https://doi.org/10.1007/s11423-023-10238-9
  • Kolb, D. A. (1984). Experiential Learning: Experience as the Source of Learning and Development. Prentice-Hall.
  • Kolb, A. Y., & Kolb, D. A. (2005). Learning styles and learning spaces: Enhancing experiential learning in higher education. Academy of management learning & education, 4(2), 193-212. https://doi.org/10.5465/amle.2005.17268566.
  • Creswell, J. W., & Plano Clark, V. L. (2018). Designing and conducting mixed-methods research. (3rd ed.). SAGE Publications.
  • Dörnyei, Z. (2007). Research methods in applied linguistics: Quantitative, qualitative and mixed methodologies. Oxford: Oxford University Press.
  • Spatial. (n.d.). Create and explore virtual worlds together. https://www.spatial.io/
  • Cohen, J. (1988). Statistical Power Analysis for the Behavioral Sciences (2nd ed.). Routledge. https://doi.org/10.4324/9780203771587
  • Clarke, V., & Braun, V. (2017). Thematic analysis. The Journal of Positive Psychology, 12(3), 297-298.
  • Strauss, A. L., & J. Corbin. (1998). Basics of Qualitative Research: Grounded Theory Procedures and Techniques. 2nd ed. Thousand Oaks: Sage.
  • Creswell, J. W., & Poth, C. N. (2016). Qualitative inquiry and research design: Choosing among five approaches. Sage Publications.
  • Chang, H., Park, J., & Suh, J. (2024). Virtual reality as a pedagogical tool: An experimental study of English learners in lower elementary grades. Education and Information Technologies, 29(4), 4809-4842. https://doi.org/10.1007/s10639-023-11988-y
  • Mitra, S. (2023). Metaverse: A potential virtual-physical ecosystem for innovative blended education and training. Journal of Metaverse, 3(1), 66-72. https://doi.org/10.57019/jmv.1168056
  • Chen, J. C. (2016). The crossroads of English language learners, task-based instruction, and 3D multi-user virtual learning in Second Life. Computers & Education, 102, 152-171. http://dx.doi.org/10.1016/j.compedu.2016.08.004
  • Lee, J., & Ko, Y. (2024). Comparing metaverse and face-to-face instruction for enhancing English skills and attitudes among EFL adolescents. Education and Information Technologies, 1-30. https://doi.org/10.1007/s10639-024-13162-4
  • Paas, F., & Van Merrienboer, J. (1994). Instructional control of cognitive load in the training of complex cognitive tasks. Educational Psychology Review, 6(4), 351–371.
  • Wang, C., Fang, T., & Gu, Y. (2020). Learning performance and behavioral patterns of online collaborative learning: Impact of cognitive load and affordances of different multimedia. Computers & Education, 143, 103683. https://doi.org/10.1016/j.compedu.2019.103683
  • Ha, M. J. (2024). Exploring Metaverse-Blended Learning in an English Presentation Class: Student Perceptions. Computer-Assisted Language

Metaverse Effect: Exploring Students’ Vocabulary Achievement, Retention, and Perceptions in Virtual Environments

Year 2025, Volume: 5 Issue: 2, 92 - 103, 31.12.2025
https://doi.org/10.57019/jmv.1557771

Abstract

This study sought to examine the effects of Metaverse-based EFL lessons on students’ vocabulary achievement, retention, and perceptions. The participants consisted of 16 EFL high school students who were attending 11th grade during the 2023-2024 academic year in Türkiye. Adopting a sequential explanatory mixed methods research design, this study collected both quantitative data and qualitative data. The quantitative data was collected by vocabulary pre-test, post-test, and delayed post-test, while the qualitative data was obtained through semi-structured interviews to provide more clarification of the quantitative results. The quantitative data was analyzed using descriptive and inferential statistics on the SPSS program, while the qualitative data underwent content analysis. The findings improved students’ vocabulary achievement. However, comparing post-test and delayed post-test results yielded a small but moderately significant decrease in students’ vocabulary retention. The increase in vocabulary achievement in quantitative findings was corroborated by the codes obtained through semi-structured interviews. Accordingly, students perceived that the Metaverse-based EFL classes, which incorporated visual and multimodal resources, as well as competition and interaction, effectively improved their vocabulary growth. In addition, students had positive perceptions of Metaverse as they perceived it as a supplementary educational setting beyond the classroom, which was both relaxing and enjoyable due to its game-like nature. Moreover, it was reported that the use of avatars enhanced their confidence and overall enjoyment. Nevertheless, students identified several drawbacks of the Metaverse, including issues such as overheating of the phone, intermittent voices, and invisibility of some learning materials. This study also offers pedagogical implications for English language teachers regarding the use of Metaverse.

Ethical Statement

This article followed the principles of scientific research and publication ethics. Ethical consent for data collection was obtained from the Ondokuz Mayıs University Social and Humanities Ethics Committee.

References

  • Celik, F., & Baturay, M. H. (2024). The effect of metaverse on L2 vocabulary learning, retention, student engagement, presence, and community feeling. BMC psychology, 12(1), 58. https://doi.org/10.1186/s40359-024-01549-4
  • Lee, S. M., Wang, X., Park, I., & Lestiono, R. (2024). It feels so real! Situated authentic language learning in immersive virtual reality. Education and Information Technologies, 1-23. https://doi.org/10.1007/s10639-024-12807-8
  • Qiu, X. B., Shan, C., Yao, J., & Fu, Q. K. (2024). The effects of virtual reality on EFL learning: A meta-analysis. Education and Information Technologies, 29(2), 1379-1405. https://doi.org/10.1007/s10639-023-11738-0
  • Schwienhorst, K. (2002). The state of VR: A meta-analysis of virtual reality tools in second language acquisition. Computer Assisted Language Learning, 15(3), 221-239. https://doi.org/10.1076/call.15.3.221.8186
  • Alfadil, M. (2020). Effectiveness of virtual reality game in foreign language vocabulary acquisition. Computers & Education, 153: 1–13. https://doi.org/10.1016/j.compedu.2020.103893
  • Lai, K.-W. K. & Chen, H.-J. H. (2021). A comparative study on the effects of a VR and PC visual novel game on vocabulary learning. Computer Assisted Language Learning, 36(3): 312–345. https://doi.org/10.1080/09588221.2021.1928226
  • Madini, A. A., & Alshaikhi, D. (2017). VR for teaching ESP vocabulary: A myth or a possibility. International Journal of English Language Education, 5(2), 111–126. https://doi.org/10. 5296/ijele.v5i2.11993
  • Tai, T. Y., Chen, H. H. J., & Todd, G. (2022). The impact of a virtual reality app on adolescent EFL learners’ vocabulary learning. Computer Assisted Language Learning, 35(4), 892-917. https://doi.org/10.1016/j.compedu.2020.103893
  • Kruk, M. (2014). The use of Internet resources and browser-based virtual worlds in teaching grammar. Teaching English with Technology, 14(2), 51-66.
  • Alemi, M. & Khatoony, S. (2020) Virtual reality-assisted pronunciation training (VRAPT) for young EFL learners. Teaching English with Technology, 20(4): 59–81. https://eric.ed.gov/?id=EJ1271706J.
  • Lan, Y. J., Fang, W. C., Hsiao, I. Y., & Chen, N. S. (2018). Real body versus 3D avatar: The effects of different embodied learning types on EFL listening comprehension. Educational Technology Research and Development, 66, 709-731. https://doi.org/10.1007/s11423-018-9569-y
  • Chien, S. Y., Hwang, G. J., & Jong, M. S. Y. (2020). Effects of peer assessment within the context of spherical video-based virtual reality on EFL students’ English-speaking performance and learning perceptions. Computers & Education, 146, 103751. https://doi.org/10.1016/j.compedu.2019.103751.
  • Chen, J. C., & 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
  • Wang, C. P., Lan, Y. J., Tseng, W. T., Lin, Y. T. R., & Gupta, K. C. L. (2020). On the effects of 3D virtual worlds in language learning–a meta-analysis. Computer Assisted Language Learning, 33(8), 891-915. https://doi.org/10.1080/09588221.2019.1598444
  • 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, 36(2), 210–229. https://doi.org/10.1017/S0958344024000041
  • Davis, A., Murphy, J., Owens, D., Khazanchi, D., & Zigurs, I. (2009). Avatars, people, and virtual worlds: Foundations for research in metaverses. Journal of the Association for Information Systems, 10(2), 1. https://doi.org/10.17705/1jais.00183
  • Han, S., & Noh, Y. (2021). Analyzing higher education instructors’ perception on Metaverse-based education. Journal of Digital Contents Society, 22(11), 1793-1806. https://doi.org/10.9728/dcs.2021.22.11.1793
  • Onu, P., Pradhan, A., & Mbohwa, C. (2023). Potential to use metaverse for future teaching and learning. Education and Information Technologies, 29(7), 8893-8924. https://doi.org/10.1007/s10639-023-12167-9
  • Brown, J. S., Collins, A., & Duguid, P. (1989). Situated cognition and the culture of learning. 1989, 18(1), 32-42.
  • Goel, L., Johnson, N., Junglas, I., & Ives, B. (2010). Situated learning: Conceptualization and measurement. Decision Sciences Journal of Innovative Education, 8(1), 215-240. https://doi.org/10.1111/j.1540-4609.2009.00252.x
  • Stein, D. (1998). Situated learning in adult education. Columbus, OH: ERIC Clearinghouse on Adult, Career, and Vocational Education [ED418250].
  • Aydın, S. (2022). The metaverse in foreign language learning: A theoretical framework. Journal of Language and Linguistic Studies, 17, 53-68. https://doi.org/10.29329/irelt.2022.505.2
  • Hwang, Y., Shin, D., & Lee, H. (2023). Students’ perception on immersive learning through 2D and 3D metaverse platforms. Educational technology research and development, 71(4), 1687-1708. https://doi.org/10.1007/s11423-023-10238-9
  • Kolb, D. A. (1984). Experiential Learning: Experience as the Source of Learning and Development. Prentice-Hall.
  • Kolb, A. Y., & Kolb, D. A. (2005). Learning styles and learning spaces: Enhancing experiential learning in higher education. Academy of management learning & education, 4(2), 193-212. https://doi.org/10.5465/amle.2005.17268566.
  • Creswell, J. W., & Plano Clark, V. L. (2018). Designing and conducting mixed-methods research. (3rd ed.). SAGE Publications.
  • Dörnyei, Z. (2007). Research methods in applied linguistics: Quantitative, qualitative and mixed methodologies. Oxford: Oxford University Press.
  • Spatial. (n.d.). Create and explore virtual worlds together. https://www.spatial.io/
  • Cohen, J. (1988). Statistical Power Analysis for the Behavioral Sciences (2nd ed.). Routledge. https://doi.org/10.4324/9780203771587
  • Clarke, V., & Braun, V. (2017). Thematic analysis. The Journal of Positive Psychology, 12(3), 297-298.
  • Strauss, A. L., & J. Corbin. (1998). Basics of Qualitative Research: Grounded Theory Procedures and Techniques. 2nd ed. Thousand Oaks: Sage.
  • Creswell, J. W., & Poth, C. N. (2016). Qualitative inquiry and research design: Choosing among five approaches. Sage Publications.
  • Chang, H., Park, J., & Suh, J. (2024). Virtual reality as a pedagogical tool: An experimental study of English learners in lower elementary grades. Education and Information Technologies, 29(4), 4809-4842. https://doi.org/10.1007/s10639-023-11988-y
  • Mitra, S. (2023). Metaverse: A potential virtual-physical ecosystem for innovative blended education and training. Journal of Metaverse, 3(1), 66-72. https://doi.org/10.57019/jmv.1168056
  • Chen, J. C. (2016). The crossroads of English language learners, task-based instruction, and 3D multi-user virtual learning in Second Life. Computers & Education, 102, 152-171. http://dx.doi.org/10.1016/j.compedu.2016.08.004
  • Lee, J., & Ko, Y. (2024). Comparing metaverse and face-to-face instruction for enhancing English skills and attitudes among EFL adolescents. Education and Information Technologies, 1-30. https://doi.org/10.1007/s10639-024-13162-4
  • Paas, F., & Van Merrienboer, J. (1994). Instructional control of cognitive load in the training of complex cognitive tasks. Educational Psychology Review, 6(4), 351–371.
  • Wang, C., Fang, T., & Gu, Y. (2020). Learning performance and behavioral patterns of online collaborative learning: Impact of cognitive load and affordances of different multimedia. Computers & Education, 143, 103683. https://doi.org/10.1016/j.compedu.2019.103683
  • Ha, M. J. (2024). Exploring Metaverse-Blended Learning in an English Presentation Class: Student Perceptions. Computer-Assisted Language
There are 39 citations in total.

Details

Primary Language English
Subjects Virtual and Mixed Reality
Journal Section Research Articles
Authors

Elif Ay Kaya 0000-0003-1978-2893

Ceylan Yangın Ersanlı 0000-0002-4180-4027

Early Pub Date June 23, 2025
Publication Date December 31, 2025
Submission Date September 28, 2024
Acceptance Date April 4, 2025
Published in Issue Year 2025 Volume: 5 Issue: 2

Cite

APA Ay Kaya, E., & Yangın Ersanlı, C. (2025). Metaverse Effect: Exploring Students’ Vocabulary Achievement, Retention, and Perceptions in Virtual Environments. Journal of Metaverse, 5(2), 92-103. https://doi.org/10.57019/jmv.1557771

Journal of Metaverse
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www.izmirakademi.org