(How) can XR technologies facilitate language learning? In this research study, the theories of Embodied Cognition (EC) were applied to investigate how XR technologies can be utilized for language teaching and learning processes and what potentials and challenges arise in their application in vocational school practice. Both the fields of German as a Foreign/Second Language (DaF/DaZ) and Human-Computer Interaction (HCI) served as reference disciplines in the development of the XR learning environments and their evaluation through an empirical study at vocational schools. Three user groups (desktop VR, VR with a head-mounted display, and MR) were compared in terms of their overall and individual performance at two testing points. In addition, the user experience (UX) was assessed by means of post-tests.
The book provides impulses and working foundations for developers, teachers, researchers, and decision-makers, as well as for anyone who wishes to engage more fundamentally with XR as a learning medium.
The author
Isabel Hoffmann completed her doctorate at the Institute for German as a Foreign Language at LMU Munich in 20225. She works as a research associate at the Chair of Didactics of the German Language and Literature/German as a Second Language at LMU and is also active as a freelance XR and AI consultant in education.
The translation was done with the help of artificial intelligence. A subsequent human revision was done primarily in terms of content.
(How) can XR technologies facilitate language learning? In this research study, the theories of Embodied Cognition (EC) were applied to investigate how XR technologies can be utilized for language teaching and learning processes and what potentials and challenges arise in their application in vocational school practice. Both the fields of German as a Foreign/Second Language (DaF/DaZ) and Human-Computer Interaction (HCI) served as reference disciplines in the development of the XR learning environments and their evaluation through an empirical study at vocational schools. Three user groups (desktop VR, VR with a head-mounted display, and MR) were compared in terms of their overall and individual performance at two testing points. In addition, the user experience (UX) was assessed by means of post-tests.
The book provides impulses and working foundations for developers, teachers, researchers, and decision-makers, as well as for anyone who wishes to engage more fundamentally with XR as a learning medium.
Isabel Hoffmann
Language Instruction Embodied Cognition XR Virtual Reality Language Teaching Language Acquisition Mixed Reality Embodiment Extended Reality