| 1 |
Garcia and Silva [26] |
Analyzing the virtual world of Second Life for the development of English language |
Mixed method |
72 third year university students |
Virtual environment of second life and Avatar |
Virtual environment can increase learners’ fluency and engagement in English |
Shyness and fear of negative criticism |
Enhanced collaborative learning, increasing learners’ fluency in English and improved the quality of the learning experience |
| 2 |
Bonner and Reinders [14] |
Providing teachers with an introduction of using AR and VR technologies in teaching foreign language |
Review |
Teachers |
AR and VR technologies |
AR and VR devices are becoming cheaper and more flexible and available |
Expensive price of structures, privacy concerns and practical issues of classroom implementation. |
AR and VR technology can encourage and motivate students to participate actively in language learning environment |
| 3 |
Sanchez-Gomez et al. [40] |
Exploring pre-service teachers’ perspectives towards using wiki software to improve writing skills in English language classrooms |
Mixed method |
A total of 451 pre-service teachers |
Wiki software and virtual environment |
The effectiveness of wiki program in developing pre-service teachers’ writing skills |
Teaching flexibility |
Effectiveness of the technology for improving the confidence and quality of pre-service teacher’s English language |
| 4 |
Can et al. [11] |
Applying learning applications on the 3D Second Life Platform for language teaching |
Mixed method |
36 foreign language students |
Three-dimensional virtual learning environment and the Second Life Platform |
Most students were very highly engaged in using the technology |
Some students encountered technical problems and culture issues |
Students have shown high participation in the use of the technology |
| 5 |
Li et al. [39] |
Utilizing AR technology to integrate virtual 3D objects into the real learning environment for language learning |
Qualitative method |
English language students |
AR technology |
After implementing AR technology, the classroom becomes more joyful and pleasant |
Most AR applications are limited to the particular learning subjects and curricula |
Students are enthusiastic about the technology |
| 6 |
Dolgunsoz et al. [30] |
Examining the effect of VR experience on developing English language writing skills |
Mixed method |
24 EFL students |
VR technology |
Most EFL students thought that VR technologies were promising, motivating and enjoyable |
Issues relating to technical limitations such as physical discomfort and low video quality |
Students had positive improvements towards using VR technology in learning English language |
| 7 |
Lew et al. [27] |
Applying MR technology classroom simulations to ESOL teacher preparation |
Qualitative method |
English language pre-service teachers |
MR technology in learning language |
Creation of a safe environment and teaching flexibility |
Further development and improvement in interactional scaffolding for English language progress |
The technology is flexible and creates a safe environment |
| 8 |
Aljowaysir et al. [31] |
Applying MR technology and artificial intelligence technologies for learning and teaching |
Qualitative method |
Non-native English students |
Applying MR technology and artificial intelligence technologies in education |
Unique combination of physical and virtual worlds |
Working with hearing disabilities and students with language-based learning disabilities makes teaching more challenging |
Students become more engaged in learning language when using new technologies and strategies |
| 9 |
Petrov and Atanasov [16] |
Exploring the effects of an AR technology on learners’ learning performance |
Quantitative method |
80 secondary school students |
AR adoption facilities for a STEM Enrichment Program |
Supporting learning by using a combination between the AR and physical facilities for a STEM Enrichment Program. These technologies allow for collaboration and possibility to run many different applications |
Experts are still trying to study the effects of AR on student’s learning |
The effect of biology learning environment mediated by AR technology, adopted to support and strengthen the learning system and understanding of the education material |
| 10 |
Lin and Wang [28] |
Examining the impacts of a VR technology on English language learners’ creative self-efficacy, inspiration and motivation |
Mixed method |
39 university students |
Virtual technology |
Motivating students to learn English language by using the VR technology |
In the beginning, there were insufficient knowledge about using VR led to problems in using the technology and achieving the expected results |
The technology can be efficiently integrated into an English language classroom to support student’s motivation and creative self-efficiency |
| 11 |
Danaei et al. [41] |
Investigating the influence of apply AR storybook on reading comprehension of students |
Qualitative method |
34 school students |
Applying augmented storybook |
Motivating and encouraging students to have better retelling story and comprehension |
Limited number of respondents |
AR technology motivates students and makes them better in retelling stories and answering comprehension questions |
| 12 |
Hsu [38] |
Application of AR educational games for learning English language |
Quantitative method |
A total of 38 students |
AR educational game system |
The students had excellent learning effectiveness and achievement |
Too much learning anxiety can lead to worse performance and may adversely affect student motivation and intention |
Students using the self-directed or task-based AR educational game system had high learning effectiveness more than those using the self-directed system |
| 13 |
Dalim et al. [33] |
Investigating students’ experience in terms of knowledge gain and enjoyment in using AR technology |
Quantitative method |
120 school children |
Using AR, VR technologies and speech recognition technologies |
More enjoyable and easier |
Young students had difficulty with using a computer mouse and speech recognition |
Increase in knowledge gain and enjoyment and finishing the certain task faster and easier |
| 14 |
Huang et al. [35] |
Using VR technology to develop students’ communication skills |
Mixed method |
45 school students |
VR technology |
VR technology can motivate students in the classroom and improve students’ writing performance |
Technology complexity and challenges |
Improvement on students’ progress and performance |
| 15 |
Alfadil [32] |
Understanding the impacts of VR on learning English language vocabulary |
Mixed method |
Intermediate school students |
VR technology |
VR technology empowering and inspiring students |
The limitation of this work is its gender-limited nature |
Students had better achievement in vocabulary acquisition than ever before |
| 16 |
Franciosi [25] |
Exploring English language classes at a Japanese university using computer game-based lessons |
Quantitative method |
First and second year students enrolled in four English language courses at a university level in Japan |
Virtual computer game-based learning |
Positive impacts on vocabulary acquisition, vocabulary learning and memory, vocabulary retention, writing tasks and motivational effect on students |
The technology does not necessarily work well with other demographics. |
Positive motivational effect on students and their vocabulary acquisition |
| 17 |
Ho et al. [42] |
Developing a learning instruction system with Augment Reality features to improve the performance of English language learning |
Quantitative method |
90 college students |
Augmented reality and virtual environment |
Employing AR technology positively improve students’ learning performance |
English language learners mostly confront problems when they have to speak English in real life settings |
Learning strategies and users’ cognitive techniques impact language learning performance |
| 18 |
Lee and Kim [36] |
Showing the positive learning impact of formulating English language sentences and writing activities via Social Network Service in virtual space. |
Mixed method |
62 University students |
Virtual multimodal teaching and learning environment |
Invoking less proficient students’ attention and motivation also enhancing their collaboration and language performance |
It is important to explore more effective methods of applying cutting-edge-technology for timid learners with less voluntary involvement |
Virtual multimodal teaching and learning environment can invoke less proficient students’ attention and motivation also enhancing their collaboration and language performance |
| 19 |
Ou Yang et al. [34] |
Use of a 3D learning system to provide students with an authentic setting to facilitate communicative ability development |
Mixed method |
72 students in a high school |
VR technology |
Increasing language learning, attention and engagement |
High cost of the equipment |
Students were empowered with the ability to self-direct learning, thus contributing to increased ownership of language learning, attention and engagement in lower level of anxiety |
| 20 |
Yeh et al. [23] |
Use of a 3D VR system to create a story |
Qualitative method |
65 students |
A 3D virtual environment |
Allow students to actively interact with learning contexts, decreasing the anxiety level of learning, and giving a relatively authentic learning experience |
Age of the participants |
Teachers can establish a learning system without much intervention during their collaboration |
| 21 |
Perry [37] |
Assessing the use of a mobile language learning tool |
Mixed method |
First-year University French students |
MR technology and quest-based learning |
Development and improvement of students’ language skills |
Technical difficulties. |
Increased student motivation and excitement to learn |