Does gamification in virtual reality improve second language learning?
Darque Pinto, Pedro Monteiro, Miguel Melo, Luciana Cabral, Maximino Bessa · 2021
Previous works have shown the great potential of Virtual Reality (VR) in the area of Education. This paper studies if users can learn a second language when using a gamified VR application through an English learning test and how learning influences user satisfaction, sense of presence, cybersickness, and quality of experience through questionnaires. For this purpose, the VirtualeaRn game was developed. 20 Portuguese participants were exposed to the application, and the learning test was used before and after using the application. Result analysis shows an increase in learning results after using the VR gamified application, indicating the technology's efficacy in learning a second language. A positive user satisfaction, sense of presence, and quality of experience were also found. Some cases of cybersickness were reported. The outcomes are promising and provide enough information to show the potential of the gamification of VR technology for the area of learning a second language.