Journals / Journal of Language Research / 2026 / Cilt: 10 Sayı: 2

Immersive Virtual Reality as a Rehearsal Space for L2 Speaking: EFL Learners’ Perceived Social Presence, Situational Motivation, and Willingness to Communicate

İngilizce Konuşma Becerisi İçin Prova Ortamı Olarak Sürükleyici Sanal Gerçeklik: İngilizceyi Yabancı Dil Olarak Öğrenenlerin Sosyal Bulunuşluk, Durumsal Motivasyon ve İletişim Kurma İsteği Üzerine Algıları

Zafer Üstünbaş(BOLU ABANT IZZET BAYSAL UNIVERSITY, SCHOOL OF FOREIGN LANGUAGES)0000-0003-2687-4892
Esim Gursoy(BURSA ULUDAG UNIVERSITY)0000-0003-3715-4583
Pages
314–331
Publication Date
2026-07-31
🏛️Bibliographic metadata and full text access for this article are provided via DergiPark.
DergiPark Record ↗
✨

AI Summary & Key Takeaways

AI Insight
⚡ TL;DR(Too Long; Didn't Read)

Overall, the participants reported positive perceptions of a highly immersive VR experience and described it as supportive of situational L2 motivation and WTC in L2.

📌 3 Key Takeaways

🎯
Objective & Hypothesis:Communicating in English as a Foreign Language (EFL) requires affective preparedness, particularly L2 motivation and willingness to communicate (WTC), yet many learners have limited access to authentic, low-stakes speaking opportunities in contexts where English is rarely used beyond the classroom.
📊
Key Findings & Data:To address this gap, this study explored the perceptions of eight Turkish EFL learners regarding the pedagogical affordances of the VR system and its perceived influence on their situational L2 motivation and WTC.
💡
Conclusion & Impact:Overall, the participants reported positive perceptions of a highly immersive VR experience and described it as supportive of situational L2 motivation and WTC in L2.
🔬Design:Araştırma Makalesi
📍Scope:Comprehensive Sample
⚙️Variables:iletişim kurma isteği · İngilizceyi yabancı dil olarak öğrenenler · sanal gerçeklik

Abstract

Communicating in English as a Foreign Language (EFL) requires affective preparedness, particularly L2 motivation and willingness to communicate (WTC), yet many learners have limited access to authentic, low-stakes speaking opportunities in contexts where English is rarely used beyond the classroom. As a result, engaging in meaningful conversational experiences can remain challenging, especially for learners with constrained social opportunities and affective barriers. In this respect, Virtual Reality (VR), which can simulate real-world interactions in a digitally immersive environment, may provide learners with contextualized, a near-authentic setting for conversational rehearsal. To address this gap, this study explored the perceptions of eight Turkish EFL learners regarding the pedagogical affordances of the VR system and its perceived influence on their situational L2 motivation and WTC. Within this scope, the study adopted a qualitative case study design with thematic analysis using semi-structured interviews and written self-reports. The participants completed six scenario-based daily conversation episodes in a language app, interacting with virtual interlocutors via a high-immersion head-mounted display. Overall, the participants reported positive perceptions of a highly immersive VR experience and described it as supportive of situational L2 motivation and WTC in L2. The findings may point to the potential of immersive VR to support affective engagement and communicative readiness in resource-limited EFL settings.

Özet

İngilizcede iletişim kurmak, özellikle yabancı dil motivasyonu ve yabancı dilde iletişim kurma istekliliği açısından duyuşsal bir hazırbulunuşluk gerektirir. Ancak İngilizcenin sınıf ortamı dışında nadiren kullanıldığı bağlamlarda birçok öğrenci, doğal ve düşük riskli konuşma imkânlarına sınırlı ölçüde erişebilmektedir. Bu nedenle sosyal etkileşim olanakları kısıtlı olan ve duyuşsal engeller yaşayan öğrenciler için anlamlı iletişim ortamlarına katılım daha da zorlaşmaktadır. Bu noktada, gerçek dünya etkileşimlerini dijital ve sürükleyici bir ortamda simüle edebilen sanal gerçeklik teknolojisinin, bağlamı olan ve doğallığa yakın bir konuşma alıştırması ortamı sunabileceği düşünülmektedir. Bu boşluktan hareketle bu çalışma, İngilizceyi yabancı dil olarak öğrenen sekiz öğrencinin sanal gerçeklik sisteminin pedagojik olanaklarına ilişkin algılarını ve bu deneyimin durumsal yabancı dil motivasyonu ile yabancı dilde iletişim kurma istekliliği üzerindeki algılanan etkisini incelemiştir. Araştırma nitel durum çalışması deseninde yürütülmüş; veriler yarı yapılandırılmış görüşmeler ve yazılı öz-raporlar aracılığıyla toplanmıştır. Verilerin çözümlemesinde tematik analiz kullanılmıştır. Katılımcılar, yüksek düzeyde sürükleyicilik sağlayan sanal gerçeklik gözlüğü ile bir dil uygulamasında senaryo temelli altı adet günlük konuşma etkinliğini tamamlamış ve sanal muhataplarla etkileşime girmiştir. Genel olarak katılımcılar, sanal gerçeklik deneyimine ilişkin olumlu algılar bildirmiş ve bu deneyimi durumsal yabancı dil motivasyonunu ve yabancı dilde iletişim kurma istekliliğini destekleyen bir uygulama olarak betimlemiştir. Bulgular, bu tür sanal gerçekliğin iletişimsel kaynakların sınırlı olduğu yabancı dil bağlamlarında duyuşsal katılımı ve iletişime hazırbulunuşluğu destekleyebileceğini göstermektedir.

🔖

Cite This Article

Üstünbaş, Z., Gursoy, E. (2026). Immersive Virtual Reality as a Rehearsal Space for L2 Speaking: EFL Learners’ Perceived Social Presence, Situational Motivation, and Willingness to Communicate. Journal of Language Research, Cilt: 10 Sayı: 2, 314–331. https://doi.org/10.51726/jlr.1906805

📄 Full Text PDF Viewer

📄

PDF görüntüleyici hazırlanıyor...

References (64)

  1. Alfadil, M. (2020). Effectiveness of virtual reality game in foreign language vocabulary acquisition. Computers & Education, 153, 103893. https://doi.org/10.1016/j.compedu.2020.103893
  2. Austin, J. L. (1962). How to do things with words. Oxford University Press.
  3. Bandura, A. (1997). Self-efficacy: The exercise of control. W. H. Freeman.
  4. Barcomb, M., & Iwashita, M. (2024). Someday I want to go to the Guggenheim! A case study about adolescent learners’ foreign language enjoyment in a desktop virtual reality project. System, 126, 103486. https://doi.org/10.1016/j.system.2024.103486
  5. Bautista, M. P. M. (2012). Virtual scenarios in an immersive learning environment to develop speaking skills in EFL. In 2012 International Conference on E-Learning and E-Technologies in Education (ICEEE) (pp. 7-12). IEEE. doi: 10.1109/ICeLeTE.2012.6333382.
  6. Barreda-Ángeles, M., Horneber, S., & Hartmann, T. (2023). Easily applicable social virtual reality and social presence in online higher education during the COVID-19 pandemic: A qualitative study. Computers & Education: X Reality, 2, 100024. https://doi.org/10.1016/j.cexr.2023.100024
  7. Biocca, F., Harms, C., & Burgoon, J. K. (2003). Toward a more robust theory and measure of social presence: Review and suggested criteria. Presence: Teleoperators and Virtual Environments, 12(5), 456-480. https://doi.org/10.1162/105474603322761270
  8. Braun, V., & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3(2), 77–101. https://doi.org/10.1191/1478088706qp063oa
  9. Chen, Y. L. (2016). The effects of virtual reality learning environment on student cognitive and linguistic development. The Asia-Pacific Education Researcher, 25(4), 637-646. https://doi.org/10.1007/s40299-016-0293-2
  10. Council of Europe. (2001). Common European framework of reference for languages: Learning, teaching, assessment. Cambridge University Press.
  11. Creswell, J. W. (2014). Research design: Qualitative, quantitative, and mixed methods approaches. Thousand Oaks, CA: SAGE Publications, Inc.
  12. Dalgarno, B., & Lee, M. J. (2010). What are the learning affordances of 3‐D virtual environments?. British Journal of Educational Technology, 41(1), 10-32. https://doi.org/10.1111/j.1467-8535.2009.01038.x
  13. DeWitt, D., Chan, S. F., & Loban, R. (2022). Virtual reality for developing intercultural communication competence in Mandarin as a foreign language. Educational Technology Research and Development, 1-24. https://doi.org/10.1007/s11423-021-10074-9
  14. Dolgunsöz, E., Yıldırım, G., & Yıldırım, S. (2018). The effect of virtual reality on EFL writing performance. Journal of Language and Linguistic Studies, 14(1), 278-292.
  15. Dörnyei, Z. (2005). The psychology of the language learner: Individual differences in second language acquisition. Lawrence Erlbaum Associates. https://doi.org/10.4324/9781410613349
  16. Dörnyei, Z. (2007). Research methods in applied linguistics: Quantitative, qualitative and mixed methodologies. Oxford; New York: Oxford University Press.
  17. Dörnyei, Z. (2009). The L2 motivational self system. In Z. Dörnyei & E. Ushioda (Eds.), Motivation, language identity and the L2 self (pp. 9-42). Bristol: Multilingual Matters.
  18. Dörnyei, Z. (2019). Towards a better understanding of the L2 Learning Experience, the Cinderella of the L2 Motivational Self System. Studies in Second Language Learning and Teaching, 9(1), 19–30. https://doi.org/10.14746/ssllt.2019.9.1.2
  19. Freeman, A., Becker, S. A., & Cummins, M. (2017). NMC/CoSN horizon report: 2017 K. The New Media Consortium.
  20. Freina, L., & Ott, M. (2015). A literature review on immersive virtual reality in education: State of the art and perspectives. The International Scientific Conference e-learning and Software for Education 1(133), 10-1007.
  21. Gunawardena, C. N. (1995). Social presence theory and implications for interaction and collaborative learning in computer conferences. International Journal of Educational Telecommunications, 1(2), 147-166.
  22. Groves, R. M., Fowler Jr, F. J., Couper, M. P., Lepkowski, J. M., Singer, E., & Tourangeau, R. (2011). Survey methodology. John Wiley & Sons.
  23. Georgiou, Y., & Kyza, E. A. (2017). The development and validation of the ARI questionnaire: An instrument for measuring immersion in location-based augmented reality settings. International Journal of Human- Computer Studies, 98, 24-37. https://doi.org/10.1016/j.ijhcs.2016.09.014
  24. Hilliard, A. D. (2014). A critical examination of representation and culture in four English language textbooks. Language Education in Asia, 5(2), 238-252.
  25. Jiang, M. Y. C., Jong, M. S. Y., Lau, W. W. F., Meng, Y. L., Chai, C. S., & Chen, M. (2021). Validating the general extended technology acceptance model for e-learning: Evidence from an online English as a foreign language course amid COVID-19. Frontiers in Psychology, 12, 671615. https://doi.org/10.3389/fpsyg.2021.671615
  26. Kachru, B. B. (1990). World Englishes and applied linguistics. World Englishes, 9(1), 3-20.
  27. Lan, Y. J., Lyu, B. N., & Chin, C. K. (2019). Does a 3D immersive experience enhance Mandarin writing by CSL students?. Language Learning & Technology, 23(2), 125-144. https://doi.org/10.64152/10125/44686
  28. Lee, J. S., & Lee, K. (2020). Affective factors, virtual intercultural experiences, and L2 willingness to communicate in in-class, out-of-class, and digital settings. Language Teaching Research, 24(6), 813-833. https://doi.org/10.1177/1362168819831408
  29. 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, 29(18), 24023–24045. https://doi.org/10.1007/s10639-024-12807-8
  30. Li, M., Pan, Z., Sun, Y., & Yao, Z. (2021). Virtual reality in foreign language learning: A review of the literature. In 2021 IEEE 7th International Conference on Virtual Reality (ICVR) (pp. 302-307). IEEE. https://doi.org/10.1109/ICVR51878.2021.9483842
  31. Liaw, M. L. (2019). EFL learners’ intercultural communication in an open social virtual environment. Journal of Educational Technology & Society, 22(2), 38-55.
  32. Lin, T. J., & Lan, Y. J. (2015). Language learning in virtual reality environments: Past, present, and future. Journal of Educational Technology & Society, 18(4), 486-497.
  33. Lin, Y. J., & Wang, H. C. (2021). Using virtual reality to facilitate learners’ creative self-efficacy and intrinsic motivation in an EFL classroom. Education and Information Technologies, 26(4), 4487-4505. https://doi.org/10.1007/s10639-021-10472-9
  34. Liu, B. (2018). Social presence in human-AI interaction: A proposal for non-anthropocentric social presence. In Proceedings of the 18th Conference of the International Society for Presence Research (ISPR) (pp. 21-22).
  35. Makransky, G., & Lilleholt, L. (2018). A structural equation modeling investigation of the emotional value of immersive virtual reality in education. Educational Technology Research and Development, 66(5), 1141-1164. https://doi.org/10.1007/s11423-018-9581-2
  36. MacIntyre, P. D., Clément, R., Dörnyei, Z., & Noels, K. A. (1998). Conceptualizing willingness to communicate in a L2: A situational model of L2 confidence and affiliation. The Modern Language Journal, 82(4), 545-562. https://doi.org/10.1111/j.1540-4781.1998.tb05543.x
  37. Meri-Yilan, S., Plutino, A., Borthwick, K., & Corradini, E. (2019). A study on technology-based speech assistants. New Educ. Landscapes: Innov. Perspectives in Lang. Learn. and Technol, 1(1), 11-17. https://doi.org/10.14705/rpnet.2019.36.950
  38. Merriam, S. B., & Tisdell, E. J. (2016). Qualitative research: A guide to design and implementation (4th ed.). Jossey-Bass.
  39. O’Brien, M. G., & Levy, R. M. (2008). Exploration through virtual reality: Encounters with the target culture. Canadian Modern Language Review, 64(4), 663-691. https://doi.org/10.3138/cmlr.64.4.663
  40. Ogan, A., & Lane, H. C. (2011). Virtual learning environments for culture and intercultural competence. In E. G. Blanchard & D. Allard (Ed.), Handbook of research on culturally-aware information technology: Perspectives and models (pp. 501-519). IGI Global. https://doi.org/10.4018/978-1-61520-883-8.CH023
  41. Polkinghorne, D. E. (2005). Language and meaning: Data collection in qualitative research. Journal of Counseling Psychology, 52(2), 137-145. https://doi.org/10.1037/0022-0167.52.2.137
  42. Seidlhofer, B. (2013). Understanding English as a lingua franca. Oxford University Press.
  43. Shadiev, R., Wang, X., & Huang, Y. M. (2020). Promoting intercultural competence in a learning activity supported by virtual reality technology. International Review of Research in Open and Distributed Learning, 21(3), 157-174. https://doi.org/10.19173/irrodl.v21i3.4752
  44. Short, J., Williams, E., & Christie, B. (1976). The social psychology of telecommunications. Wiley.
  45. Shu, Y., Huang, Y. Z., Chang, S. H., & Chen, M. Y. (2019). Do virtual reality head-mounted displays make a difference? A comparison of presence and self-efficacy between head-mounted displays and desktop computer-facilitated virtual environments. Virtual Reality, 23(4), 437-446. https://doi.org/10.1007/s10055-018-0376-x
  46. Stake, R. E. (1995). The art of case study research. SAGE Publications.
  47. Svensson, P. (2003). Virtual worlds as arenas for language learning. In U. Felix (Ed.), Language learning online: Towards best practice (pp. 123-142). Swets: Zeitlinger Lisse.
  48. Taguchi, N., & Hanks, E. (2024). Social virtual reality for L2 Spanish development: Learning how to interact with others in a high-immersion virtual space. The Modern Language Journal, 108(4), 954–975. https://doi.org/10.1111/modl.12968
  49. Tai, T. Y. (2022). Impact of mobile virtual reality on EFL learners’ listening comprehension. Language Learning & Technology, 26(1), 1–23. https://doi.org/10.64152/10125/73491
  50. Tai, T. Y., & Chen, H. H. J. (2021). The impact of immersive virtual reality on EFL learners’ listening comprehension. Journal of Educational Computing Research, 59(7), 1272-1293. https://doi.org/10.1177/0735633121994291
  51. Terhune, N. M. (2016). Language learning going global: Linking teachers and learners via commercial Skype-based CMC. Computer Assisted Language Learning, 29(6), 1071–1089. https://doi.org/10.1080/09588221.2015.1061020
  52. Thrasher, T. K. (2022). Saying ‘au revoir’ to anxiety in a heartbeat: The benefits of virtual reality for language learning [Doctoral dissertation, University of Illinois Urbana-Champaign]. IDEALS. https://hdl.handle.net/2142/115533
  53. Tussyadiah, I. P., Wang, D., Jung, T. H., & Tom Dieck, M. C. (2018). Virtual reality, presence, and attitude change: Empirical evidence from tourism. Tourism Management, 66, 140-154. https://doi.org/10.1016/j.tourman.2017.12.003
  54. Wang, Y. F., Petrina, S., & Feng, F. (2017). VILLAGE—Virtual Immersive Language Learning and Gaming Environment: Immersion and presence. British Journal of Educational Technology, 48(2), 431-450. https://doi.org/10.1111/bjet.12388
  55. Wehner, A. K., Gump, A. W., & Downey, S. (2011). The effects of Second Life on the motivation of undergraduate students learning a foreign language. Computer Assisted Language Learning, 24(3), 277-289. https://doi.org/10.1080/09588221.2010.551757
  56. Wu, W. C. V., Yen, L. L., & Marek, M. (2011). Using online EFL interaction to increase confidence, motivation, and ability. Journal of Educational Technology & Society, 14(3), 118-129.
  57. Yang, F. C. O., Lo, F. Y. R., Hsieh, J. C., & Wu, W. C. V. (2020). Facilitating communicative ability of EFL learners via high-immersion virtual reality. Journal of Educational Technology & Society, 23(1), 30-49.
  58. Yang, J. C., Chen, C. H., & Jeng, M. C. (2010). Integrating video-capture virtual reality technology into a physically interactive learning environment for English learning. Computers & Education, 55(3), 1346–1356. https://doi.org/10.1016/j.compedu.2010.06.005
  59. Yashima, T. (2002). Willingness to communicate in a second language: The Japanese EFL context. The Modern Language Journal, 86(1), 54-66. https://doi.org/10.1111/1540-4781.00136
  60. Yeh, H.-C., Tseng, S.-S., & Heng, L. (2022). Enhancing EFL students’ intracultural learning through virtual reality. Interactive Learning Environments, 30(9), 1609–1618. https://doi.org/10.1080/10494820.2020.1734625
  61. Yilmaz, R., Aydemir, M., Karaman, S., & Goktas, Y. (2016). Social presence in a three-dimensional virtual world used for distance education. Croatian Journal of Education, 18(3), 859–897. https://doi.org/10.15516/cje.v18i3.1664
  62. Yin, R. K. (2018). Case study research and applications: Design and methods (6th ed.). SAGE Publications.
  63. Yu, Z. (2023). A meta-analysis of the effect of virtual reality technology use in education. Interactive Learning Environments, 31(8), 4956–4976. https://doi.org/10.1080/10494820.2021.1989466
  64. Ziyatdinova, J., & Bezrukov, A. (2020). Virtual reality for developing intercultural communication skills of engineering students. In International Conference on Interactive Collaborative Learning (pp. 621-628). Springer, Cham. https://doi.org/10.1007/978-3-030-68198-2_57