
sights into users’ experiences with the game and shed
light on the possibilities of integrating VR into formal
education.
The paper is organized as follows: Section 2
presents notable work on gamified language learning
applications. Section 3 introduces our new applica-
tion, the LingoVerse Game. Section 4 describes the
experimental design of our research, while Section 5
presents the results. Finally, Section 6 concludes with
a discussion of the findings.
2 RELATED WORK
The use of VR for educational purposes has been
studied, including its application to language learn-
ing, which has gained prominence in the last two
decades (Panagiotidis, 2021; Li et al., 2021). Lan
(2020) conducted a user study on the use of VR for
learning Chinese and English as foreign languages
and found that the integration of VR into the learn-
ing process promotes user motivation and autonomy.
Participants showed a positive attitude towards the
learning content and reported that they enjoyed the
experience of the virtual environments. Similarly,
Lan et al. (2015) explored how different contexts
affect foreign language learning. Their compari-
son of virtual and traditional learning environments
found that participants demonstrated a more acceler-
ated learning trajectory in the VR setting, suggest-
ing that simulated experiences can facilitate language
acquisition. The increased attention and interest can
also be attributed to the contextual learning approach
in VR environments, where users learn vocabulary
through the use of sentences while receiving clues to
the meaning and pronunciation. According to Chen
(2016), auditory stimuli can help students consoli-
date orthographic knowledge by linking word forms
to their corresponding sound patterns. In research
on American Sign Language (ASL) learning, Alam
et al. (2024) confirmed that intuitive design and clear
instructions are critical to the success of VR-based
learning. They emphasized the importance of devel-
oping user-friendly tools with transparent guidelines,
especially for games with complex interactions.
2.1 Language Learning with Gamified
Elements
Speaking a new language is often perceived as stress-
ful in many countries (Dehganzadeh and Dehgan-
zadeh, 2020), and factors such as the complexity
of learning methods, disengagement, negative atti-
tudes, and learner abilities can significantly impact
foreign language acquisition (Dehganzadeh and De-
hganzadeh, 2020). Therefore, the use of gamified vir-
tual environments is of great importance, as it con-
tributes to improving educational outcomes. Game-
like learning approaches can enhance the overall ex-
perience for students (Prathyusha, 2020), and the in-
clusion of game elements and mechanisms within
a non-game context—such as badges, leaderboards,
points, feedback, challenges, social features, levels,
progress bars, and teams—was shown to promote en-
gagement. These gamified elements are highly valued
by learners, who often perceive them as engaging, im-
mersive, and beneficial for learning, as they encour-
age active participation (Perry, 2022).
There are a large number of mobile and web-based
applications for language learning. One of the best
known is the Duolingo app, a web-based and mo-
bile virtual language learning environment for learn-
ing several foreign languages. In addition to gam-
ified elements, its main features are spaced repeti-
tion (SRS), interleaving and instant feedback (Mun-
day, 2017). Compared to Duolingo, the Babbel app
focuses more on efficiency and less on the gamifi-
cation elements. Babbel users can choose between
different courses and the desired language efficiency,
which is immediately followed by a lesson (Nushi and
Eqbali, 2018). Another mobile and web-based appli-
cation, Rosetta Stone, uses visuals, text, and sound
to teach various vocabulary phrases and grammati-
cal functions naturally, without the need for transla-
tion (Nur and Annisa, 2021). Memrise is an app that
uses three scientific principles— elaborate encoding,
choreographed testing, and scheduled reminders— to
support vocabulary learning (Zhang, 2019). It incor-
porates gamification, where new words are presented
as ”seeds of memory” that turn into flowers when the
user reviews them.
2.2 Language Learning with VR
Among the few VR language learning applications,
Mondly VR is the most thorough as it focuses on for-
eign language learning and covers two areas: vocabu-
lary and conversation. Users can learn new words and
phrases in context, practice language skills such as lis-
tening and reading and receive feedback on their pro-
nunciation (Klimova, 2021). Although Mondly VR
functions as a virtual reality app with speech recogni-
tion, it requires the use of two languages: the learner’s
native language and the target language. As it only
supports some languages, not everyone can use it.
Furthermore, the app is not adapted to a school cur-
riculum, so it is not suitable for structured use in
the classroom. The Let’s Date! VR app uses 360-
Language Learning with VR: The Effects of Immersive Gamification on Student Motivation and Knowledge
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