The Impacts of Virtual Reality on Cognitive and Emotional Components in the Context of Self-Directed Learning
Abstract
There is limited understanding of how VR impacts the coginitive and emotional components; motivation, self-confidence, and language learning anxiety, especially in the context of self-directed learning.The present study aims to know the significant effects of VR and to explore how VR influences these cognitive and emotional aspects within the context of SDL. It used a mixed-methods design, gathering quantitative data from 194 EFL students through questionnaires, followed by qualitative data through in-depth interviews. The Wilcoxon test revealed significant improvements in motivation, confidence, and a decrease in anxiety (Asymp. Sig. < 0.05) for all students, with no negative values. VR significantly outperformed conventional learning, with higher improvements in motivation (91.47), self-confidence (92.38), and a greater reduction in anxiety (85.17), compared to smaller gains in the conventional method: motivation (70.35), self-confidence (72.58), and anxiety (70.15).The qualitative research findings indicate that VR in self-directed learning notably boosts students’ motivation and self-confidence while reducing language learning anxiety. By offering interactive, immersive experiences, practical, and contextual, VR encourages active engagement with English. It also provides a low-pressure environment for practicing real world scenarios, reducing anxiety, and enhancing overall learning effectiveness. VR has a substantial positive impact on these cognitive, emotional aspects, and language learning anxiety reducing. Statistical analysis shows a significant difference (P< 0.05), with VR providing a more immersive and interactive learning experience to enhance student’s engagement and understanding.
Keywords
References
Alshammari, S. H. (2019). The Role of Virtual Reality in Enhancing Students ’ Learning. International Journal of Educational Technology and Learning, 7(1), 1–6. https://doi.org/10.20448/2003.71.1.6
Bahari, A. (2021). Affordances and challenges of teaching language skills by virtual reality : A systematic review (2010-2020). E-Learning and Digital Media, 0(0), 1–26. https://doi.org/10.1177/20427530211036583
Baharuddin, H., & Riskawati. (2022). Training on Utilization of Based Learning Media Virtual Reality for City Science Teachers Jeneponto. Jurnal IPMAS (Jurnal Ilmu Pengetahuan Dan Teknologi Bagi Masyarakat), 2(3), 99–106.
Bell, I. H., Psych, C., Nicholas, J., Alvarez-jimenez, M., Thompson, A., & Valmaggia, L. (2020). Virtual reality as a clinical tool in mental health research and practice. Dialogues in Clinical Neuroscience, 22(2), 169–177. https://doi.org/10.31887/DCNS.2020.22.2/lvalmaggia
Cai, Y. (2022). A Review of Virtual Reality Technology in EFL Teaching. Journal of Education, Humanities and Social Sciences, 4, 260–263.
Campos, E., Hidrogo, I., & Zavala, G. (2022). Impact of virtual reality use on the teaching and learning of vectors. Frontiers in Education, 7(965640), 1–15. https://doi.org/10.3389/feduc.2022.965640
Chen, C.-H., Hung, H. T., & Yeh, H. C. (2021). Virtual reality in problem-based learning contexts: Effects on the problem-solving performance, vocabulary acquisition and motivation of English language learners. Journal of Computer Assisted Learning, 37(3), 851–860. https://doi.org/10.1111/jcal.12528
Ciekanski, M., Kalyaniwala, C., Molle, N., & Privas-Bréauté, V. (2021). Real and perceived affordances of immersive virtual environments in a language teacher-training context : Effects on the design of learning tasks. Revista Docência E Cibercultura, 4(3), 83–111. https://doi.org/10.12957/redoc.2020.56752
Cowie, N., & Alizadeh, M. (2022). The Affordances and Challenges of Virtual Reality for Language Teaching. International Journal of TESOL Studies, 4(3), 50–65. https://doi.org/10.46451/ijts.2022.03.05
Huang, O. H. L. (2024). Enhancing English Oral Communication Skills through Virtual Reality: A Study on Anxiety Reduction and Authentic Learning. English Language Teaching, 17(5), 1–11. https://doi.org/10.5539/elt.v17n5p1
Huang, W., & Roscoe, R. D. (2021). Head ‐ mounted display ‐ based virtual reality systems in engineering education : A review of recent research. Computer Applications in Engineering Education, 29(5), 1–16. https://doi.org/10.1002/cae.22393
Huang, X., Zou, D., & Cheng, G. (2021). A Systematic review of AR and VR enhanced language learning. Sustainability, 13, 1–28. https://doi.org/https://doi.org/10.3390/su13094639
Jaelani, S. R., Handini, B. S., & Prasetiyaningrum, A. (2022). Pedagogy : Journal of English Language Teaching The Correlation among Grit , EFL Learners ’ Motivation and Applied Linguistics on Syntax for EFL Learners. Pedagogy: Journal of English Language Teaching, 10(1), 76–84. https://doi.org/10.32332/joelt.v10i1.4533
Kaplan-rakowski, R., & Gruber, A. (2023). An Experimental Study on Reading in High-Immersion Virtual Reality. British Journal of Educational Technology, 55(2), 541–559.
Kim, S., & Kim, E. (2020). The Use of Virtual Reality in Psychiatry : A Review. Journal of Korean Academy of Child and Adolescent Psychiatry, 31(1), 26–32.
Lytvynova, S. H., & Soroko, N. V. (2023). Interaction in an educational environment with virtual and augmented reality. Information Technologies and Learning Tools, 98(6), 13–30. https://doi.org/10.33407/itlt.v98i6.5433
Ma, Q. (2023). Exploring VR games for enhancing reading fluency for students with reading disabilities. Journal of Education, Humanities and Social Sciences, 22, 244–248.
ÖZGÜN, O., & Sadik, O. (2023). Implementation of VR Technologies in Language Learning Settings : A Systematic Literature Review. Educational Policy Analysis and Strategic Research, 18(4), 32–61. https://doi.org/10.29329/epasr.2023.631.2
Pataquiva, F. de P. F., & Klimova, B. (2022). A Systematic Review of Virtual Reality in the Acquisition of Second Language. International Journal of Emerging Technologies in Learning, 17(15), 43–53. https://doi.org/10.3991/ijet.v17i15.31781
Pinto, R. D., Peixoto, B., Melo, M., Cabral, L., & Bessa, M. (2021). Foreign language learning gamification using Virtual Reality-A systematic review of empirical research. Education Sciences, 11(5), 1–19. https://doi.org/10.3390/educsci11050222
Radovan, D. M., & Radovan, M. (2023). Teacher , Think Twice : About the Importance and Pedagogical Value of Blended Learning Design in VET. Education Sciences, 13(9), 1–12.
Rahmanu, I. W. E. D., Laksana, I. P. Y., Adnyana, I. B. A., Sutarma, I. G. putu, Somawati, N. P., & Nugroho, I. M. R. A. (2022). Potential of spherical virtual-based video reality (SVVR) through smartphone in learning Indonesian in the vocational education system. Journal of Applied Studies in Language, 6(2), 188–198. https://doi.org/http://ojs2.pnb.ac.id/index.php/JASL
Rudnik, Y. (2023). Teacher students training to implement AR and VR technologies AR and VR technologies in foreign language teaching. The Modern Higher Education Review, 7, 99–110. https://doi.org/10.28925/2518-7635.2022.78
Satake, Y., Yamamoto, S., & Obari, H. (2023). How do virtual reality lessons affect EFL learners’ perceptions of speaking English? In CALL for All Languages - EUROCALL 2023 Short Papers, 15-18 August 2023, 80–85. https://doi.org/10.4995/eurocall2023.2023.16968
Tan, J., Kannis-Dymand, L., & Jones, C. (2022). Examining the potential of VR program Tilt Brush in reducing anxiety. Virtual Reality, 27(4), 3379–3391. https://doi.org/10.1007/s10055-022-00711-w
Thrasher, T. (2022). The Impact of Virtual Reality on L2 French Learners’ Language Anxiety and Oral Comprehensibility: An Exploratory Study. CALICO Journal, 39(2), 219–238. https://doi.org/10.1558/CJ.42198
Tian, H. Y., Zulkifli, N. N., & Mohd, A. F. (2023). A Literature Review on Virtual Reality in Teaching Education. International Journal of Academic Research in Business and Social Sciences, 13(15), 299–306. https://doi.org/10.6007/IJARBSS/v13-i15/18787
Vesisenaho, M., Juntunen, M., Häkkinen, P., Pöysä-Tarhonen, J., Miakush, I., Fagerlund, J., & Parviainen, T. (2019). Virtual Reality in Education : Focus on the Role of Emotions and Physiological Reactivity. Journal of Virtual Worlds Research, 12(1), 1–15. https://doi.org/10.4101/jvwr.v12i1.7329
Walker, R. (2022). Using virtual reality to support first-year online initial teacher education students [Pecha Kucha Presentation]. 39th International Conference on Innovation, Practice and Research in the Use of Educational Technologies in Tertiary Education, ASCILITE, 1–2. https://doi.org/https://doi.org/10.14742/apubs.2022.113
Wang, A., Thompson, M., Uz-bilgin, C., & Klopfer, E. (2021). Authenticity , Interactivity , and Collaboration in Virtual Reality Games : Best Practices and Lessons Learned. Frontiers in Virtual Reality, 2(734083), 1–18. https://doi.org/10.3389/frvir.2021.734083
Wang, Z., Guo, Y., Wang, Y., Tu, Y., & Liu, C. (2021). Technological Solutions for Sustainable Development : Effects of a Visual Prompt Scaffolding-Based Virtual Reality Approach on EFL Learners ’ Reading Comprehension , Learning Attitude , Motivation , and Anxiety. Sustainability, 13, 1–15.
Weech, S., Kenny, S., & Barnett-cowan, M. (2019). Presence and Cybersickness in Virtual Reality Are Negatively Related : A Review. Frontiers in Psychology, 10(158), 1–19. https://doi.org/10.3389/fpsyg.2019.00158
Wong, J., Yip, C.-C., Young, S.-T., Chan, A., Ti Kok, S., Lau, T.-L., Ali, M. T., & Gouda, E. (2020). BIM-VR Framework for Building Information Modelling in Engineering Education. International Journal of Interactive Mobile Technologies (IJIM), 14(6), 15–39. https://doi.org/10.3991/ijim.v14i06.13397
Wu, T. (2024). Virtual research laboratory in foreign language teaching : Strategies and role. Scientific Bulletin of Mukachevo State University. Series “Pedagogy and Psychology,” 10(1), 107–115. https://doi.org/10.52534/msu-pp1.2024.107
Zhao, J., Xu, X., Jiang, H., & Ding, Y. (2020). The effectiveness of virtual reality-based technology on anatomy teaching : a meta- analysis of randomized controlled studies. BMC Medical Education, 20(1), 1–10.
DOI: 10.15408/ijee.v12i1.41771
Refbacks
- There are currently no refbacks.

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.