The Role of Digital Technologies and Virtual Reality in Modern English Teaching Methodologies
DOI:
https://doi.org/10.5281/zenodo.18679963Ключевые слова:
digital technologies; CALL; MALL; virtual reality (VR); augmented reality (AR).Аннотация
The article analyzes the role of digital technologies and virtual reality (VR) in modern English language
teaching. It traces the evolution from CALL to immersive VR, highlighting its impact on communicative competence and
motivation. The study concludes that technology serves as a powerful pedagogical tool that enhances learning efficiency
without replacing the teacher
Библиографические ссылки
1. Adams, A., Feng, Y., Liu, J.C., & Stauffer, E. (2020). Potentials of Teaching, Learning, and Design with Virtual Reality:
An Interdisciplinary Thematic Analysis. In Intersections Across Disciplines: Interdisciplinarity and Learning (pp. 173–
186).
2. Bower, M., & Jong, M.S.-Y. (2020). Immersive Virtual Reality in Education. British Journal of Educational Technology,
51(6), 1981–1990.
3. Bower, M., DeWitt, D., & Lai, J.W. (2020). Reasons Associated with Preservice Teachers’ Intention to Use Immersive
Virtual Reality in Education. British Journal of Educational Technology, 51(6), 2214–2232.
4. Fang-Chuan, O.Y.-Y.-C. (2020). Facilitating Communicative Ability of EFL Learners via High-Immersion Virtual Reality.
Journal of Educational Technology & Society, 23(1), 30–49.
5. Dunleavy, M., Dede, C., & Mitchell, R. (2009). Affordances and Limitations of Immersive Participatory Augmented
Reality Simulations for Teaching and Learning. Journal of Science Education and Technology, 18(1), 7–22.
6. Hedberg, J., & Alexander, S. (1994). Virtual Reality in Education: Defining Researchable Issues. Educational Media
International, 31(4), 214–220
7. Helwa, S.A.-H.A. (2019). Using Mobile Augmented Reality (MAR) Applications to Improve Students’ EFL Descriptive
Writing Skills and Motivation Towards English Language. The Educational Journal of the Sohag Faculty of Education,
64(4), 135–166.
8. Huertas-Abril, C.A., Figueroa-Flores, J.F., Gómez-Parra, M.E., Rosa-Dávila, E., & Huffman, L.F. (2021). Augmented
Reality for ESL/EFL and Bilingual Education: An International Comparison. Educación XX1, 24(2), 189–208.
9. Luo, Y., & Watts, M. (2024). Exploration of University Students’ Lived Experiences of Using Smartphones for English
Language Learning. Computer Assisted Language Learning, 37(4), 608–633.
10. Lee, E.A.L., & Wong, K.W. (2014). Learning with Desktop Virtual Reality: Low Spatial Ability Learners Are More Positively
Affected. Computers & Education, 79, 49–58.
11. Reinders, H., & Wattana, S. (2015). Affect and Willingness to Communicate in Digital Game-Based Learning. ReCALL,
27(1), 38–57.
12. 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.
Загрузки
Опубликован
Выпуск
Раздел
Лицензия
Copyright (c) 2026 MAKTABGACHA VA MAKTAB TA’LIMI JURNALI

Это произведение доступно по лицензии Creative Commons «Attribution» («Атрибуция») 4.0 Всемирная.