Virtual Reality and English Language Education: Instructional Design Study

This paper presents the design and formative evaluation of English-as-a-foreign-language (EFL) lesson prototypes conducted within immersive virtual environments (IVEs) and reports qualitative insights derived from this Research through Design (RtD) prototype evaluation study. The research involved the development and formative evaluation of prototype lessons grounded in pedagogical expertise and contemporary principles of IVE-based education. The findings identify features, tools, and platform functionalities that were perceived by expert participants as relevant to lesson feasibility, user experience, and prototype refinement, and that informed the design of a collaborative educational IVE. Conducted within a broader research project on education in immersive virtual spaces, the study employed a role reversal methodology in which four experienced EFL educators participated as learners. Data were collected through semi-structured interviews and analyzed with attention to both the instructional design of the lessons and the operational characteristics of the IVE technology. A Research through Design (RtD) approach was used to iteratively refine the lesson prototypes. The results emphasize the need for systematic formative evaluation and practical testing of IVE-based educational tools before claims about pedagogical effectiveness can be made. Rather than providing generalizable evidence of pedagogical efficacy or policy-level recommendations, the study offers formative design insights, expert reflections, and directions for prototype refinement in EFL-oriented IVE instruction.

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Publication Details

Journal
Virtual Worlds
Published
2026-10-06
DOI
https://doi.org/10.3390/virtualworlds5040052
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
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article

Virtual Reality and English Language Education: Instructional Design Study

Nicola Catherine Fořtová, Čeněk Šašinka, Ladislava Zbiejczuk Suchá, Alžběta Šašinková et al.
Virtual Worlds
Virtual Reality Applications and Impacts
article

Virtual Reality and English Language Education: Instructional Design Study

Nicola Catherine Fořtová, Čeněk Šašinka, Ladislava Zbiejczuk Suchá, Alžběta Šašinková, Zuzana Juříková, Jiří Rambousek, Natálie Káčová, Lucie Pelčáková
article en

Abstract

This paper presents the design and formative evaluation of English-as-a-foreign-language (EFL) lesson prototypes conducted within immersive virtual environments (IVEs) and reports qualitative insights derived from this Research through Design (RtD) prototype evaluation study. The research involved the development and formative evaluation of prototype lessons grounded in pedagogical expertise and contemporary principles of IVE-based education. The findings identify features, tools, and platform functionalities that were perceived by expert participants as relevant to lesson feasibility, user experience, and prototype refinement, and that informed the design of a collaborative educational IVE. Conducted within a broader research project on education in immersive virtual spaces, the study employed a role reversal methodology in which four experienced EFL educators participated as learners. Data were collected through semi-structured interviews and analyzed with attention to both the instructional design of the lessons and the operational characteristics of the IVE technology. A Research through Design (RtD) approach was used to iteratively refine the lesson prototypes. The results emphasize the need for systematic formative evaluation and practical testing of IVE-based educational tools before claims about pedagogical effectiveness can be made. Rather than providing generalizable evidence of pedagogical efficacy or policy-level recommendations, the study offers formative design insights, expert reflections, and directions for prototype refinement in EFL-oriented IVE instruction.

Virtual WorldsVol. 5(4)
Masaryk University (CZ), University of Teacher Education Styria (AT)
Openalex Percentile: Top 8%
Virtual Reality Applications and Impacts
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