Systematic review of virtual reality's uses on vocabulary learning in higher education

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Publicado no:Smart Learning Environments vol. 12, no. 1 (Dec 2025), p. 60
Autor principal: Alhawsawi, Sajjadllah
Outros Autores: Alzaid, Faten
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Springer Nature B.V.
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024 7 |a 10.1186/s40561-025-00414-0  |2 doi 
035 |a 3255903962 
045 2 |b d20251201  |b d20251231 
100 1 |a Alhawsawi, Sajjadllah  |u King Saud Bin Abdulaziz University for Health Science; King Abdullah International Medical Research Center (KAIMRC), English Department, College of Science and Health Professions, Riyadh, Saudi Arabia (GRID:grid.412149.b) (ISNI:0000 0004 0608 0662) 
245 1 |a Systematic review of virtual reality's uses on vocabulary learning in higher education 
260 |b Springer Nature B.V.  |c Dec 2025 
513 |a Journal Article 
520 3 |a BackgroundEnglish second language (ESL) and English foreign language (EFL) vocabulary learning play a vital role in success in higher education. However, traditional vocabulary learning methods can be time-consuming, demotivating, and ineffective. Recent technological developments offer engaging and immersive methods for vocabulary learning, such as virtual reality (VR).ObjectivesThis systematic review synthesizes research on VR in ESL/EFL vocabulary learning within higher education, focusing on demographic, software, and platform trends. It examines how VR has been adopted over the past decade and explores the benefits and challenges experienced by university students using VR for vocabulary learning.MethodsA systematic search was conducted using Google Scholar, EBSCO, and Web of Science databases, focusing on quantitative and qualitative studies published from 2013 to 2023. The Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines were followed to ensure a rigorous review process.ResultsThe review examined 23 studies involving 1,500 participants, with 78.3% being undergraduates, who used VR platforms such as Google Expeditions, EduVenture, and Unity through role-playing, interactive scenarios, and content creation. Despite challenges like technical issues and physical discomfort, the studies highlighted benefits including enhanced vocabulary retention, learner engagement, motivation, confidence, and support for autonomous, personalized learning.ConclusionsThis systematic review highlights the potential of VR in enhancing ESL/EFL vocabulary learning in higher education. Despite challenges like technical issues and costs, VR offers engaging and effective learning experiences. Future research should address these challenges and explore VR's long-term effects on language learning outcomes. Additionally, professional development (PD) should prioritize accessibility and inclusivity, ensuring VR tools are adaptable to diverse learner needs. By aligning PD with both computational thinking and English language acquisition goals, institutions can foster more effective and sustainable integration of VR in language education. 
653 |a Meta-analysis 
653 |a Teaching 
653 |a Students 
653 |a Curricula 
653 |a College students 
653 |a Instructional design 
653 |a Higher education 
653 |a Educational technology 
653 |a Role playing 
653 |a Virtual reality 
653 |a Colleges & universities 
653 |a Simulation 
653 |a Education 
653 |a Computer assisted language learning 
653 |a Retention 
653 |a Vocabulary development 
653 |a English language 
653 |a Learning 
653 |a Language 
653 |a Qualitative research 
653 |a Pedagogy 
653 |a Software 
653 |a Second language vocabulary learning 
653 |a Trends 
653 |a Professional development 
653 |a English as a second language learning 
653 |a English as a second language 
653 |a Foreign languages 
653 |a Search engines 
653 |a Motivation 
653 |a Learning outcomes 
653 |a Systematic review 
653 |a Databases 
653 |a Expeditions 
653 |a Language acquisition 
653 |a Undergraduate students 
653 |a Vocabulary 
653 |a Access 
653 |a Long term 
653 |a Professional training 
653 |a Discomfort 
653 |a Challenges 
653 |a Computer Simulation 
653 |a Independent Study 
653 |a Environment 
653 |a English for Special Purposes 
653 |a Learning Motivation 
653 |a Individualized Instruction 
653 |a Auditory Stimuli 
653 |a Student Motivation 
653 |a Language Proficiency 
653 |a Computer Software 
653 |a Learner Engagement 
653 |a Language Usage 
653 |a Instructional Innovation 
653 |a Language Skills 
653 |a Influence of Technology 
653 |a Learning Theories 
653 |a English (Second Language) 
653 |a Career Development 
653 |a English Learners 
653 |a Classroom Communication 
653 |a Educational Trends 
700 1 |a Alzaid, Faten  |u King Saud Bin Abdulaziz University for Health Science; King Abdullah International Medical Research Center (KAIMRC), English Department, College of Science and Health Professions, Riyadh, Saudi Arabia (GRID:grid.412149.b) (ISNI:0000 0004 0608 0662) 
773 0 |t Smart Learning Environments  |g vol. 12, no. 1 (Dec 2025), p. 60 
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