LingoVerse: virtual language learning through gamification

Abstract The paper explores the use of virtual reality (VR) games for enhancing motivation and effectiveness in foreign language learning through virtual environments. In addition to increasing students’ motivation to study a foreign language, it also aims to explore the use of the app as a complementary tool in formal educational settings. A VR language-learning game, LingoVerse , was developed and tested, with a focus on gamification mechanisms. An evaluation study that included pre- and post-test proficiency tests and user feedback, provides preliminary signals that the game may support language acquisition and motivation. We also consider the technical limitations of VR devices and discuss the challenges reported in interviews by individual users. The findings suggest that the LingoVerse game showed a potentially positive effect on conventional test performance and language learning outcomes, and that VR may be suitable as a supplementary tool for practice in both traditional language education and individual learning.

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Publication Details

Journal
Virtual Reality
Published
2025-11-20
DOI
https://doi.org/10.1007/s10055-025-01250-w
Citations
1
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
1.94
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article

LingoVerse: virtual language learning through gamification

Matevž Pesek, Matija Marolt, Klara Žnideršič, Nik Jan Špruk
1 citations
Virtual Reality
Virtual Reality Applications and Impacts
1.94
article

LingoVerse: virtual language learning through gamification

Matevž Pesek, Matija Marolt, Klara Žnideršič, Nik Jan Špruk
article en
1 citations

Abstract

Abstract The paper explores the use of virtual reality (VR) games for enhancing motivation and effectiveness in foreign language learning through virtual environments. In addition to increasing students’ motivation to study a foreign language, it also aims to explore the use of the app as a complementary tool in formal educational settings. A VR language-learning game, LingoVerse , was developed and tested, with a focus on gamification mechanisms. An evaluation study that included pre- and post-test proficiency tests and user feedback, provides preliminary signals that the game may support language acquisition and motivation. We also consider the technical limitations of VR devices and discuss the challenges reported in interviews by individual users. The findings suggest that the LingoVerse game showed a potentially positive effect on conventional test performance and language learning outcomes, and that VR may be suitable as a supplementary tool for practice in both traditional language education and individual learning.

Virtual RealityVol. 29(4)
University of Ljubljana (SI)
Openalex Percentile: Top 11%
Virtual Reality Applications and Impacts
1.94
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