Innovative approaches to learning foreign languages: the impact of virtual reality on overcoming the language barrier
Olha Lapka and
Anna Shcherbak
Gamification and Augmented Reality, 2025, vol. 3, 90
Abstract:
The study is aimed at highlighting the peculiarities of using virtual reality in the educational practice of learning foreign languages. The study uses an economic and statistical method to assess the dynamics of the virtual reality market in education and forecast its development until 2029, as well as graphical display methods to visualize changes in interest in VR and market trends. The content analysis was used to systematize the advantages and disadvantages of VR in language learning, the comparative analysis method to correlate different VR platforms, the logical generalization method to summarize information about the functionality of the platforms, and the systematization method to formulate the advantages and disadvantages of using virtual reality in the process of learning foreign languages. The study found that the use of virtual reality in education has been growing rapidly over the past ten years, and the COVID-19 pandemic has spurred this active development
Date: 2025
References: Add references at CitEc
Citations:
There are no downloads for this item, see the EconPapers FAQ for hints about obtaining it.
Related works:
This item may be available elsewhere in EconPapers: Search for items with the same title.
Export reference: BibTeX
RIS (EndNote, ProCite, RefMan)
HTML/Text
Persistent link: https://EconPapers.repec.org/RePEc:dbk:gammif:v:3:y:2025:i::p:90:id:90
DOI: 10.56294/gr202590
Access Statistics for this article
More articles in Gamification and Augmented Reality from AG Editor
Bibliographic data for series maintained by Javier Gonzalez-Argote ().