If we were to search for the prompt "photo of a classroom in the 1950s" in a search engine and compare the results with today's classrooms, we might be surprised not by their stark differences but by their striking similarities. Then, one may wonder why the classrooms remain almost the same while almost everything changes. In an era defined by a growing need for innovative educational approaches, the metaverse, an immersive environment, has the potential to revolutionize traditional pedagogical practices. As the boundaries between the physical and digital worlds continue to blur in other sectors, educators and researchers are increasingly exploring the transformative power of the metaverse in shaping the future of education [1]. Metaverse can offer unique opportunities for students that they may be unable to access in their real lives due to economic, social, and practical limitations. It is often challenging or impractical to go beyond the concrete walls of our classrooms during the lesson physically. However, we can help learners explore the affordances outside those walls virtually. As in explorative learning, the metaverse provides students with authentic experiences [2], and it may encourage the development of communicative competence through social interactions with others [3]. Rather than writing on a chalkboard or a smartboard, teachers can design fully personalized smart learning environments tailored to students' needs and the lesson's objectives in the metaverse.
The integration of technology, particularly in language teaching, has witnessed remarkable advancements that open up new possibilities for engaging and interactive learning experiences [4–10]. The metaverse concept, which encompasses interconnected virtual worlds and shared digital spaces, adds a new dimension to the potential applications of virtual environments in language teaching. Metaverse offers students the opportunity to engage in exploratory language learning activities within computer-generated, interactive, and often immersive settings [11–16]. For example, in the metaverse, students can interact with other English-speaking individuals from different parts of the world, explore their cultures, engage in activities, and learn from each other. The immersive experiences within the metaverse may replicate specific scenarios that allow learners to practice foreign/second language skills [4–6] and expand their vocabulary repertoire in relevant and meaningful contexts [9]. Such an immersive metaverse space can be designed to enhance second language (L2) vocabulary learning, which is a fundamental aspect of second/foreign language learning [17].
In traditional language teaching, L2 learners often face slower progress due to limited exposure to the target language (TL) and have lower language practice opportunities compared to those immersed in an L2 environment [18–20]. This may hinder vocabulary learning and retention because students learn more vocabulary in an environment where higher levels of involvement load [10, 21, 22] and exposure frequency [19, 23] is offered. Metaverse can be designed as a solution to address this issue. Therefore, motivated by the United Nation’s Sustainable Development Goal 4: Quality Education [9, 24], this paper aims to provide a novel approach to ELT by using the metaverse for L2 pedagogy and investigates the effect of the metaverse on English language learners' vocabulary learning and retention, classroom community feeling, engagement, and their social, cognitive, teaching, and overall presence levels.
Metaverse-Based Language Teaching
Linguistic environment plays a crucial role in L2 learning and acquisition [25]. Metaverse platforms are highly immersive since they can integrate virtual reality (VR), augmented reality (AR), mixed reality (MR), extended reality (XR), and other digital technologies that enhance the feeling of reality [26]. It might be tempting to ask why we need a virtual reality when there is reality. The answer is simple: the reality we desire or need may often be unavailable or inaccessible. For instance, hypothetically, an L2 teacher would like to teach new vocabulary about aquatic life in the ocean. Could they bring the ocean into the L2 classroom? With metaverse, they can virtually teach about marine life by interacting with the learners under a virtual ocean. Thus, Metaverse-Based Language Teaching (MBLT) has emerged as a promising technological-pedagogical approach in the field of ELT parallel to the growth of AR/VR/MR/XR and AI technologies and the increasing popularity of virtual environments and the growth of web 3.0 platforms. The metaverse itself is not a novel concept [27], and it was coined in 1992 by the novelist Neal Stephenson in his science fiction book Snow Crash. Metaverse refers to a virtual world or a collective virtual shared space that is created [28] by the convergence of various digital technologies and media, such as audio, video, images, animations, 3D objects and interactive elements such as slideshows, where users can interact with each other [14, 29] and with the environment in a simulated 3D space [30]. Metaverse is a persistent virtual space that can be accessed and experienced by learners through the use of avatars [31], which are the digital representations (online or digital self) of the learners. These avatars are believed to represent Gen Z learners well in a digital environment [32–34].
Metaverse allows for various forms of social [30], economic [35], and cultural activities, which provide several opportunities for human interaction [12], communication [36], and creativity [3]. Metaverse is also practical, affordable [37], and environmentally friendly, especially compared to the physical world. This is because the cost of accessing metaverse is as low as having a smartphone, tablet, or computer connected to the internet. Furthermore, it can be accessed worldwide, eliminating location constraints. Web 3.0-powered metaverse platforms may integrate various foundational AI technologies to provide immersive and interactive experiences [38], such as sensors for visual perception, natural language processing for speech recognition and generating human-like language and language understanding, machine learning algorithms for personalization, and virtual assistants for user interaction and guidance.
As the metaverse can host various forms of digital content with multiple technologies, it can be embedded into ELT educational materials to create affordances [39] for learners. It is indicated in the academic literature that such virtual environments increase learners' motivation, self-confidence [40, 41], achievement [42], communication, and collaboration [43], teamwork skill and self-directed learning [44] and engagement [9]. The metaverse has found integration in diverse educational contexts, including but not limited to pediatric dentistry [45], language learning [46], educational equity [12], aircraft maintenance education [47], information technology education [48], and the teaching of history [49].
Given that the MBLT is a contemporary concept, the theoretical foundation still needs to be developed within Computer-Assisted Language Learning (CALL) research and practice. CALL often implements a range of theoretical frameworks such as Interactionist Second Language Acquisition (ISLA), Social Constructivism, and Sociocultural Theory in various instructed ELT settings [50]. ISLA, credited to Long [25], emphasizes the negotiation of meaning in interactions between learners and speakers of the target language. On the other hand, social constructivism asserts that learners construct knowledge via social interactions, emphasizing the role of social and cultural factors in learning [51]. Based on Vygotsky's work, sociocultural theory stresses the importance of cultural values in shaping learning [52]. Using these theories, the English language learning process can be enhanced through the real-time multisensory social interactions offered in MBLT [53].
The Definition of Cognition within MBLT
Recent research in cognitive science informs CALL research and practice that cognition and body may not be isolated from each other [54–56], and action may facilitate the language learning process [57–59]. As the metaverse allows learners to have a virtual body through avatars [60], they embody their digital selves parallel to their real selves. Within embodied cognition, cognitive processes, such as perception and language, are grounded in bodily experiences and interactions with and within an environment [61]. In other words, our thoughts and actions are not merely determined by the brain but are also influenced by the physical and social context in which we exist. For instance, our interactions with objects within an environment lead to the creation of mental representations concerning their characteristics and potential uses, subsequently influencing our future actions and thoughts regarding those objects. In a similar vein, the metaverse holds the capacity to elevate our embodied experiences, offering fresh avenues for engaging with and delving into virtual environments.
Virtual embodied cognition is the idea that our cognition can be influenced by the experience of being embodied in a virtual environment via an avatar [62–64]. This may play a key role in how the metaverse facilitates learning by providing higher degrees of social presence [36, 65, 66], enjoyment [67] and cognitive abilities [67, 68].
Engaging in an embodied learning environment raises several essential considerations. These include assessing the extent to which learners are truly immersed in the experience, the strength of their sense of community, their awareness of other instructors, and their cognitive engagement with the learning activities. Despite being rooted in extended reality (XR) technologies, the metaverse is still in its early stages of development, and its potential and the various factors that influence learning within this environment are underexplored. At this juncture, it is essential to investigate how students perceive their presence in the learning environment and the emotional aspects associated with their experiences. These issues should be approached not only from a cognitive perspective but also from an affective standpoint.
Community Feeling
Community feeling is a profound and often intangible aspect of human interaction that manifests in a strong emotional bond among classroom members, such as the teacher and the learners. In L2 settings, on the other hand, it refers to the sense of belonging, connection, and shared identity that individuals experience within an L2 classroom [69]. The MBLT presents a promising environment for enabling social interaction, fostering communication, and providing exposure to target language input. Using the metaverse for language learning can include integrating social and cultural elements by creating engaging virtual environments that facilitate culturally appropriate social interactions [51, 52] for language learners. Therefore, it can potentially enhance the classroom community feeling [70–72] by allowing students to interact with each other and their instructor in a virtual space in meaningful ways, which might foster a sense of belonging and collaboration.
Presence
The existing research highlights the potential impact of presence on the learning process [73–77]. Three key constructs inform us about learning in a community of inquiry [76], grounded in constructivism [11, 78, 79]. Cognitive presence refers to the extent to which learners can construct and confirm their understanding of a subject or topic through collaborative and reflective discussion. The other one, teaching presence refers to the design, facilitation, and direction of instructors that they often provide in virtual or blended learning environments. This presence is not limited to the instructor; it can also involve peer teaching and collaboration, where learners take on teaching roles in group projects or discussions. On the other hand, social presence refers to the degree to which participants in a virtual interaction or community perceive and experience a sense of connection, sociability, and the presence of others despite the physical separation in online interactions. It is an indicator of a rich and engaging digital learning experience. Nevertheless, some studies have been inconclusive in confirming a direct link between social presence and the learning outcomes [80, 81].
Use of Spatial.io as a Tool for MBLT
Over a decade, many scholars have found the positive impacts of the metaverse in learning and teaching, and most of these studies have used similar software such as Second Life [41, 62, 82–86] which is an internet-based multimedia platform enabling individuals to craft personalized avatars and engage with fellow users and user-generated content in a collaborative virtual world environment. A meta-review examined 167 empirical studies on 3D virtual learning environments in education and revealed that Second Life was one of the most popular platforms, with case studies and quasi-experimental designs being common and language learning extensively studied [16]. However, due to its practical limitations, many educators have been cautious about incorporating Second Life into their curricula.
Notably, Second Life lacks cross-platform compatibility, restricting access to those with computers or laptops, which not all students possess or can easily transport to school. In contrast, modern metaverse platforms cater to a wide range of devices, allowing users to choose their preferred technology. Another significant issue with older metaverse platforms like Second Life is the requirement for users to download software and updates [87], which can disrupt the classroom environment, with some students unprepared to join and others left waiting. Furthermore, Second Life's open-ended nature can distract learners, as it lacks clear objectives for learners to complete [88] and may raise concerns about safety due to its unrestricted access [89]. On the flip side of that, the widespread recognition of the metaverse today can be attributed to the emergence of cutting-edge technologies such as spatial computing, virtual reality, augmented reality, blockchain, and Web 3.0 platforms. However, Second Life falls short in its foundational support for these technologies.
Upon critically reviewing the literature on the use of metaverse in language education, we believe modern metaverse platforms offer much more than conventional metaverse platforms. This demands a newer definition of metaverse than previously offered in the literature [14]. In the context of this study, the metaverse is an interconnected realm of immersive virtual worlds empowered by advanced digital technologies, which fosters user interaction within a simulated 3D environment and facilitates seamless integration with diverse Web 3.0 platforms across various devices by serving a multitude of purposes. In the current study, a modern metaverse platform, Spatial, is investigated comprehensively in the context of CALL research and practice.
In the last two decades, the Second Life metaverse platform has dominated Second Language Acquisition (SLA) research and practice [41, 62, 83–85]. However, it does not allow educators to easily structure the virtual environment for particular teaching contexts and provide them with control over the teaching process. As a cutting-edge metaverse platform, Spatial allows learners to create personalized virtual avatars and immersive spaces for live events and social interactions. With Spatial, learners can step into the metaverse via their smartphones, tablets, and computers, or for enhanced reality, they can use virtual reality (VR) headsets. In it, the students may feel like they are truly transported to a different place that is distinguishable from just browsing a website or watching a video. It is practical and adaptable, so that it may be suitable for almost any lesson.
Moreover, Spatial empowers learners to individualize their educational journey by creating avatars and immersive environments to foster self-directed and tailored learning. This enables them to align their virtual realm with their personal interests, preferences, and educational objectives. Such personalized learning experiences have the potential to sustain learner engagement and motivation[36]. Spatial might also be helpful for learners to interact with each other and their teacher in a virtual space. The learners can collaborate on tasks, participate in group discussions, and receive feedback on their language skills. This interactive learning can help learners develop their communication skills, e.g., while learning English. Last but not least, Spatial can create authentic environments, which can help learners practice real-life scenarios. For example, learners can practice ordering food at a restaurant, buying a ticket at a train station, or negotiating a business deal. These simulations can help language learners build their confidence and fluency in the target language.
Spatial can be especially useful for teaching and learning English. Firstly, it can simulate real-life situations and allow learners to practice their English in a safe, authentic, and supportive environment with a highly immersive and interactive language learning experience. As it allows learners to create customized virtual spaces and privacy settings, only those you let can access the environment, making it safer for pedagogical use. Secondly, Spatial may help learners improve their L2 skills by creating vivid memories of shared experiences beyond mere observations of educational videos or listening to pre-written texts, making them active in the learning process. This can also improve learners' memory retention by eliminating the external stimuli caused by the physical environment [90]. Learners may better remember a conversation with a more knowledgeable English speaker in a virtual environment than watching a video or reading a text, as it is highly immersive.
Empirical Studies Informing MBLT
Metaverse offers novel perspectives to the education system by letting learners go beyond the brick-and-mortar walls of the physical schools and engage with new learning opportunities within a virtual environment [91]. Recent research on the integration of metaverse has revealed promising opportunities in the field of L2 teaching and learning, such as increasing teaching efficacy [92], motivation [40], confidence [93], willingness to speak [94], and achievement [36, 95]. Virtual learning environments (VLE) facilitate L2 learning by reducing anxiety [96, 97], decreasing timidity and fear of embarrassment [82], promoting practical collaborative tasks [17] collaboration [43]. Recent studies have also shown that the use of VLEs can improve speaking and listening skills in English [2, 40, 96, 98–101].
The Gap and the Present Study
The literature reveals significant gaps in MBLT research and practice. These gaps include studies on modern metaverse platforms such as Spatial.io, a lack of exploration of MBLT, an underdeveloped theoretical framework for MBLT, the need for understanding its place under CALL, unaddressed privacy and ethical concerns, and the absence of empirical studies evaluating the effectiveness of MBLT. Addressing these gaps is crucial for advancing our understanding of MBLT. Therefore, in the current study, we propose Spatial platform to design an innovative, educational, smart, and interactive MBLT environment. We believe that MBLT can enhance any language skill when effective pedagogical strategies are incorporated. However, in the present study, we commenced by examining the effect of using Spatial as an MBLT tool on L2 vocabulary learning and retention, focusing on the following research questions:
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How does a metaverse-based vocabulary learning environment influence high school L2 students' vocabulary learning and retention?
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To what extent does a metaverse-based vocabulary learning environment with a social constructivist approach impact the engagement of high school L2 students?
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What is the effect of a metaverse-based vocabulary learning environment on the development of community feeling among high school L2 students?
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In what ways does a metaverse-based vocabulary learning environment with a social constructivist approach influence the social, cognitive, teaching, and overall presence levels of high school L2 students?