Study Notes on VR Technology in English Learning
Article Overview
Title: Exploring the Acceptance of Learning English Through VR Technology Amongst Secondary School Students: Intrinsic and Extrinsic Motivation as Key Determinants
Authors: Siu Shing Man, Yizhen Fang, Alan Hoi Shou Chan, Jiayan Han
Published in: Journal of Educational Computing Research, 2026, Vol. 64(2), pp. 243–274
DOI: 10.1177/07356331251390717
Abstract
Virtual reality (VR) technology is transforming English learning through immersive experiences.
Limited quantitative studies have looked into acceptance factors regarding VR in English learning for secondary students.
This research integrated the Technology Acceptance Model (TAM), intrinsic motivation (IM), and extrinsic motivation (EM), with self-efficacy (SE) and learning engagement (LE)mediating the relationship.
Participants: 524 secondary school students completed a structured questionnaire analyzed using structural equation modeling.
Key findings:
EM and IM positively influence SE and LE.
SE enhances perceived usefulness (PU) and perceived ease of use (PEOU).
PU positively influences attitudes toward using VR technology (AT), but PEOU does not.
PU and LE affect students’ behavioral intentions to use VR.
Practical implications for VR developers and educators to enhance learning efficacy.
Keywords
English learning
Secondary education
VR in education
Motivation in language learning
Technology acceptance model (TAM)
Self-efficacy (SE)
Learning engagement (LE)
Introduction
English learning has evolved from teacher-centric methods to multimedia-rich approaches.
VR technology offers immersive learning, addressing challenges like passive engagement and disconnect between theory and practice.
Secondary students are actionable candidates for VR interventions due to their cognitive maturity and language development stage, enhancing vocabulary retention, pronunciation, and cultural understanding.
VR redefines learning environments, promising more effective education in the digital age.
VR Technology
Definition: VR is a simulated 3D environment where users can interact using devices like VR headsets.
Key characteristics per Heim (1994):
Interaction
Telepresence
Simulation
Immersion
Artificiality
Network communication
Full-body immersion
Benefits: Enhances motivation and satisfaction in language learning, as shown by studies (Peixoto et al. 2021; Chen et al. 2021).
Challenges
Scarcity of quality instructional content and technology integration in existing curricula hinder the widespread use of VR in education.
Concerns about the usefulness and accessibility of VR contribute to its limited acceptance.
Motivation Theory
Definition: Motivation is crucial for second language acquisition; it can be intrinsic (IM) for enjoyment and growth, or extrinsic (EM) for external rewards (Ryan & Deci, 2020).
Both IM and EM influence students' willingness to adopt new educational tools, including VR.
Self-Efficacy (SE)
Definition: SE refers to students' belief in their capabilities; it significantly affects their adaptation to new technologies (Wang & Wu, 2008).
High SE enhances resilience and positive attitudes in learning.
Learning Engagement (LE)
Definition: LE is students’ active involvement in learning tasks, influencing educational technology usage.
LE is driven by motivation levels, impacting learning effectiveness.
Proposed Research Framework
Integrated model includes TAM along with IM, EM, SE, and LE to understand acceptance of VR in English learning among secondary school students.
12 Hypotheses developed from literature and define relationships among SE, LE, PU, PEOU, AT, and BI.
Methods
Research Design
Multi-stage sampling across four secondary schools in Guangdong, China.
524 students, randomly sampled to mitigate bias.
Instruction: Students participated in VR-based English instruction using immersive platforms in real-life scenarios.
Data Collection
Questionnaire Sections:
Demographics
VR learning status
TAM constructs: PU, PEOU, AT, BI
Expanding factors: IM, EM, SE, LE
Pilot study confirms validity and clarity of the questionnaire.
Measurement Instruments
Five-point Likert scale employed for reliability measurement of constructs, with specified thresholds set for validity.
Statistical Techniques
Confirmatory factor analysis (CFA) for reliability and validity of the scales.
Structural equation modeling (SEM) for hypothesis testing.
Shapiro-Wilk test used for normality assessment.
Results
Measurement Model
Descriptive statistics showcasing mean values and distribution for each construct.
Reliability confirmed via Cronbach’s alpha, and convergence assessed.
Structural Model
SEM results affirm all 12 hypotheses.
Findings: IM and EM positively impact SE; SE enhances PU and PEOU.
PU affects AT; PEOU positively relates to PU.
LE also influences BI, but to a lesser extent compared to AT and PU.
Discussion
Importance of TAM in understanding technology acceptance; PU found to fundamental influence both on AT and BI.
PEOU’s link to AT not significant among secondary students, indicating greater concern for efficacy over ease of use.
LE and motivational aspects critical for effective use of VR technology.
Practical Implications
Recommendations for educators and VR developers to create user-friendly and engaging VR learning environments aligned with students' interests and needs.
Strategies should focus on enhancing both intrinsic and extrinsic motivation while providing mechanisms for feedback and support to build SE.
Limitations
Cross-sectional nature restricts understanding of longitudinal acceptance patterns.
Lacks differentiation based on developmental stages of sample population.
Personality traits may also influence technological acceptance but were not included.
Conclusion
Develops a comprehensive acceptance model of VR in English learning, elucidating the mediating roles played by SE and LE in enhancing secondary students’ acceptance of VR technology.
Findings contribute significantly to the domains of educational technology and motivation in language learning contexts.
Author Contributions
Outlined roles of each author in conducting research, from conceptualization to analysis and writing.
Funding
List of various funding sources for the research.
Ethical Approval
Informed consent obtained from all participants; Research Ethics Committee approval noted.
References
Extensive list of scholarly articles cited, providing depth to arguments and findings presented, featuring works related to TAM, motivation theories, and VR in education.