Integrating Virtual and Augmented Reality into Public Education: Opportunities and Challenges in Language Learning
Tanja Koji\'c, Maurizio Vergari, Giulia-Marielena Benta, Joy Krupinski, Maximilian Warsinke, Sebastian M\"oller, Jan-Niklas Voigt-Antons

TL;DR
This paper examines how VR and AR can transform public language education by enhancing engagement and contextual learning, while addressing technical and usability challenges for effective integration.
Contribution
It provides empirical insights into VR and AR's benefits and barriers in language learning, proposing strategies for their successful adoption in public schools.
Findings
VR increases motivation and immersion in language learning
AR improves contextual understanding and accessibility
Technical limitations and usability issues hinder adoption
Abstract
Virtual Reality (VR) and Augmented Reality (AR) are emerging as transformative tools in education, offering new possibilities for engagement and immersion. This paper explores their potential in language learning within public education, focusing on their ability to enhance traditional schooling methods and address existing educational gaps. The integration of VR and AR in schools, however, is not without challenges, including usability, technical barriers, and the alignment of these technologies with existing curricula. Drawing on two empirical studies, this work investigates the opportunities and challenges of VR- and AR-assisted language learning and proposes strategies for their effective implementation in the public sector. The findings show that VR increases motivation and immersion but has an unclear impact on vocabulary retention, with technical limitations and cognitive…
Peer Reviews
No public reviews on file for this paper yet. If you reviewed it on a platform where reviews are public (OpenReview, ICLR, NeurIPS, ICML), you can paste yours below so the community can read it here.
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
Taxonomy
TopicsAugmented Reality Applications · Virtual Reality Applications and Impacts · Educational Games and Gamification
