Research Projects
Over the past few years, I have been actively researching virtual reality and language learning. Here you can find an overview of some of my most recent projects. You can read more details about each project below.
Saying Au Revoir to Anxiety in a Heartbeat: The Benefits of Virtual Reality for Language Learning
Virtual Reality Social Spaces for Language Learning: An Overview and Evaluation
Exploring Children's English Language Learning in VR
Saying Au Revoir to Anxiety in a Heartbeat: The Benefits of Virtual Reality for Language Learning
In this study, I examined how French as a foreign language learners’ self-reported and physiological anxiety (measured via heart rate) fluctuated across three learning environments: VR, Zoom, and a face-to-face classroom. I also examined how lower anxiety impacted learners’ oral production at the levels of pronunciation, fluency, and complexity during peer-to-peer speaking tasks. There were thirty-eight (N = 38) learners of French enrolled in a course designed to develop Advanced French oral proficiency who participated in this study. At the onset, participants’ background and baseline self-reported anxiety were established via a background and foreign language anxiety questionnaire. Participants then completed six rounds of comparable 20-minute three-way peer-to-peer interpersonal consensus building tasks in French over a 12-week period in three different environments: two in a classroom, two in Zoom and two in the social VR application, vTime XR. All tasks were video recorded for further analyses. Participants’ heart rate was continuously tracked during each task using Polar OH1 heart rate monitors. Immediately after each task, participants self-reported their anxiety via a questionnaire. Upon completing the final task, semi-structured interviews were conducted to understand participants’ perceptions of the three learning environments. Participants’ self-reported anxiety data and physiological measures indicated that learners, particularly those who were more anxious initially, were less anxious overall in virtual spaces. Participants were also found to be more comprehensible, intelligible, and fluent in VR and when they were less anxious, confirming the beneficial impact of VR for language learning and the need to alleviate anxiety in learners to enable them to be more successful. Furthermore, analyses of how focus group participants’ heart rates evolved throughout activities in response to their unfolding conversations and the surrounding environment brought to light various factors within each learning environment that both alleviated and worsened anxiety. Finally, participants’ insights into how they experienced the three environments indicated that learners were overall more at ease in the virtual environments, but that they perceived many drawbacks of using Zoom and found that VR more closely resembled in-person interactions and provided a contextually relevant setting, suggesting that it could offer a better solution to online learning.
Virtual Reality Social Spaces for Language Learning: An Overview and Evaluation
In this study, Dr. Randall Sadler and I had 30 university language teachers explore 6 VR platforms that could be used for synchronous language teaching. In groups of 3, participants evaluated vTimeXR, Altspace VR, VRChat, Spatial, Mozilla Hubs, and Alcove by completing a 38-question survey on the strengths and weaknesses of each space, a post survey comparing all 6 spaces, and taking part in focus group interviews. Survey results showed that teachers see strong pedagogical potential for VR, but that their perceptions of the different platforms ranged widely. Indeed, certain features (e.g., adding classmates, turning on privacy shields, customizing avatars, modifying the environment) were more accessible in some environments over others. Lastly, interview data revealed that teachers want more teacher control, privacy safeguards, and interactive elements before they will integrate VR into their classroom.
Exploring Children's English Language Learning in VR
In this on-going collaborative project conducted with the Autonomous University of Barcelona, Dr. Randall Sadler, Dr. Melinda Dooly, and I have been working to integrate VR English language learning lessons into a middle school classroom in Spain. We are hoping to show that VR's contextualized environments lead to better language learning and also that the telecollaborative component of our study helps develop students' intercultural competencies. We have taught 24 6th graders so far using the VR Language Learning platform, Immerse and the preliminary results have shown that students perform at a higher CEFR level in VR in comparison to comparable classroom tasks. In the next cycle of this project, we plan to expand to target underserved schools in Barcelona and Champaign-Urbana in the hopes of bringing VR education to students who would not typically have the means and resources to access it.
Virtual Reality for Education (VR4ED)
The Virtual Reality for Education Project aims to provide Meta Quest II VR headsets to underserved public high schools in Illinois, Texas, and California and to provide support for teachers in those schools to use the headsets to teach languages using Immerse. This is a collaborative project between Dr. Randall Sadler, Dr. Regina Kaplan-Rakowski, Dr. Dorothy Chun, and myself.