Design Principles and Implementation Methods of Interactive Experience for Foreign Language Teaching in Virtual Reality Environment
Publicado en línea: 24 mar 2025
Recibido: 19 oct 2024
Aceptado: 09 feb 2025
DOI: https://doi.org/10.2478/amns-2025-0757
Palabras clave
© 2025 Ying Han et al., published by Sciendo
This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
With the continuous progress and development of technology, virtual reality technology has gradually come into people’s view. Virtual reality technology is a kind of technology that allows users to interact with the virtual environment, which creates an immersive and immersive experience for users through real sensory experience [1-4]. Virtual reality technology is gradually penetrating into many fields, especially in the field of education has a wide range of applications [5-6].
First of all, virtual reality can provide an immersive learning experience, and students can better understand and memorize the knowledge through the immersive feeling. Compared with traditional education, students can interact with the virtual environment, provide real-time feedback, and stimulate learning interest [7-10]. In addition, virtual reality technology can create various types of scenes and situations, making the learning process more diversified and interesting [11-12].
The design of interactive educational experience for foreign language teaching based on virtual reality needs to consider the user experience first. In order to enable students to better integrate into the virtual world, it is necessary to design an interface with a strong sense of reality and intuitive ease of use [13-15]. The user interface should have clear operation guidelines and intuitive interactive elements so that students can easily control and participate in learning [16-17]. Second, an interactive educational experience for foreign language teaching in virtual reality needs to provide rich teaching content. It should contain teaching modules from a variety of disciplines, covering students of different ages and learning needs. The educational content should meet the learning requirements and standards, and have sufficient depth and breadth [18-21]. In addition, a variety of learning resources, such as instructional videos, practice questions, and interactive demonstrations, should be provided to meet the learning styles and needs of different students [22-24].
This paper studies the design and application of high-quality foreign language teaching resources based on virtual photo studio. The principles and production process of designing high-quality educational resources using virtual photo studio are explained, and the operability of realizing high-quality foreign language teaching resources is elaborated with the overall structure and algorithms of virtual photo studio system. Through a large-sample research study on the differences in the sense of presence of different groups with literacy level as a categorical variable, it is concluded that except for the significant difference in the spatial sense of presence of high school students, the differences in the sense of presence of other dimensions are not prominent among different groups. Two classes with comparable levels of English proficiency in the College of English were selected to set up a controlled experiment on English listening and speaking teaching, using virtual context teaching resources and methods in the experimental class and traditional teaching resources and methods in the control class. Analyzing the data obtained, it has been verified that virtual contextual teaching resources and methods can significantly improve the English listening and speaking performance of college students.
Clarifying the design principles and realization process of high-quality educational resources based on virtual photo studio can provide high-quality resources for foreign language teaching in virtual reality environment and effectively improve the classroom quality and students’ interactive interest. In the following section, the design principles, production process, overall system structure, and algorithm design are described.
Any kind of educational resources are designed to achieve certain educational and teaching goals, which determines that its design must be guided by certain principles. The design of high-quality educational resources based on the virtual studio is no exception, in the production of educational resources need to grasp the design principles, fully integrated into the production of high-quality educational resources of the virtual studio technology such advanced means, so that learners can be immersed in a pre-constructed specific environment, easy and comfortable to learn the knowledge of the acquisition of skills, will reflect the lack of other educational resources of the huge advantages, fully realize the teaching purpose. Realize the purpose of teaching.
Therefore, the design of educational resources based on virtual studios should follow the following principles:
Adapting to the characteristics of subject knowledge and the characteristics of the teaching audience are the issues that should be emphasized in the production of high-quality educational resources. Educational resources are designed to enable students to better understand textbook knowledge, and the design should originate from the textbook but be higher than the textbook, highlighting the key points and difficulties of teaching and expanding knowledge beyond the textbook. However, not all content requires the use of virtual studio technology. Should be based on analyzing the specific teaching content, clear teaching objectives to be achieved, and selecting the content suitable for virtual studio performance.
This is the first step in the design of high-quality educational resources based on virtual photo booths. Especially for those students who are difficult to understand, abstract and complex, teachers with language and conventional methods are not easy to speak clearly, the need to use virtual studio technology to express the content clearly, you can use the form of multi-media Hugh animation demonstration, the use of virtual studio technology, the mobilization of text, graphics, images, sound, video, animation, and other media information for the service of teaching and learning, so that the students’ interest in learning multiplied, attention, thinking Active, enhance the understanding and memory of knowledge.
The more media information is involved in educational resources, the more important it is to coordinate with each other, if the relationship between them is not handled well, it is very easy to make students’ senses conflict with each other, affecting the learning effect. According to the principle of educational psychology, the teaching process with aesthetic interest can fully mobilize students’ various senses, make them receive knowledge in a relaxed and pleasant situation, enhance their interest in learning, improve their memory, and achieve the best learning state. Therefore, the teaching content in educational resources should meet the psychological needs of students. Students of different ages have great differences in psychological characteristics, cognitive structure and ways of thinking, and their ability to accept knowledge and information varies under the same teaching environment. Therefore, the design of educational resources should take full consideration of the characteristics of students.
Scientific refers to the use of virtual photo booth technology to produce educational resources to show everything should be scientific, rigorous, not only a systematic system of scientific knowledge, in the presentation method and form to meet the cognitive laws and thinking characteristics of the learners, the quoted information must be accurate, the content of the expression of a clear, accurate, no secondary meaning. The use of virtual studio technology to produce educational resources is mainly reflected in the teaching design of the resources, including the determination of the teaching content, the choice of teaching methods, and so on. Scientificity is the soul of educational resources, and educational resources will not have any use value if they are not scientific.
Technical is the use of virtual studio of the various related technologies, according to the requirements of the teaching design, to carry out the selection of the appropriate technology, can easily create and learning context coordinated environment, produce a variety of realistic scenes, but also some abstract and complex teaching content and concepts of animation demonstration, so that students access to intuitive image. Produced educational resources are not only clear picture, continuous animation, color matching with a sense of beauty, fast and slow moderation, interaction design is reasonable, but also to meet the stability, easy to operate, easy to maintain and other technical characteristics.
In addition, because the virtual studio because not subject to time, space, funds, personnel and other aspects of the limitations of the creation of the background can be free to play. This can not only create the educational resources required in the reality of the scene, but also can create in the reality of the scene is difficult to realize or even the imagination of the space. The camera in the studio can move freely and shoot from multiple angles, so it can show a continuous process from different angles.
This low-cost virtual studio system is controlled by software. Before producing high-quality educational resources, it is necessary to prepare the shooting script and teaching materials (including foreground materials and background materials) designed in Chapter III. The whole production process is shown in Figure 1 below. Firstly, the virtual studio scene needs to be set up, followed by the adjustment of the live effect, then the formal live recording starts, and finally the production of high-quality educational resources is completed through the post-production editing and synthesizing of the images and sounds captured in the scene.

Production process of educational resources based on virtual studio
Virtual studio system will be computer-produced virtual scenes and camera live shooting of actors performing (or live shooting of other TV images) moving images for digital real-time synthesis, so that the actor’s performance and the virtual background to achieve synchronized changes, so as to achieve the perfect combination of foreground and background. A complete virtual studio system mainly includes camera control, keying machine control, switchboard control, background playback control and resource management of five parts:
Camera control for the virtual studio system to provide live foreground input; Keying machine control of the foreground shot by the camera decolorization process; Switchboard control can be switched between the front camera position and the side camera position; Background playback control for the virtual studio system to provide two backgrounds, a foreground and a PPT input; Resource management can effectively manage the production of materials and video works.
At present, the virtual studio uses more foreground and background matching methods are graphical recognition and sensor methods, but the graphical recognition method needs to purchase a special image acquisition card to obtain the current image frame for analysis, and also needs to use complex image transformation and computation, which increases the system overhead and produces a very long latency, while the sensor method requires hardware that is too expensive. In this system, a desktop control system has been developed to simultaneously control the camera and the virtual background in order to achieve a match between the foreground and background. The matching algorithm does not require additional video capture cards, sensors and other hardware, avoiding the cumbersome image processing methods, and in the design process of the comprehensive consideration of the visual characteristics of the human eye and visual aesthetics and other factors, with very good results.
To achieve a realistic linkage effect between the virtual background and the foreground, and to avoid the drift phenomenon, the relationship between the speed of the picture movement and the current camera parameters must be deduced, so that it corresponds precisely to the speed of the camera movement. The following figure shows the correspondence between the angular velocity of the camera and the velocity of the virtual background in reality2:

Mapping between camera and virtual background speed
In the above figure, the rightmost thick green line segment represents the green wall, where the dark green part EA represents the part of the green wall that newly enters the field of view after the camera’s movement, and the rest of the light green part represents the original field of view of the camera. The actor performs in front of the green wall; the middle rectangle represents the camera; the green thick line segment on the left represents the image of the green wall in the camera; the dark green part CF represents the image of the green wall that newly enters the field of view of the camera after the camera movement; and the rest of the light green part represents the image of the green wall in the original field of view of the camera.
The significance of the letters in the figure is:
Δ
Δ
When the camera moves at a certain speed
Set
Also by:
Solve by joining equations (1) and (2):
It follows from Δ
Solve by joining equations (3) and (4):
It follows from Δ
Solve by joining equations (5) and (6):
Since the camera speeds used in this system are expressed as angular speeds, the conversion between Δ
In Δ
In Δ
Solve by joining equations (8) and (9):
Solve by joining equations (7) and (10):
The camera used in this system has a minimum focal length of 0.0041 m. At this minimum focal length, after many actual measurements, it is obtained:
Since
Also from equation (8)
Then the specific value of Δ
At the same time, the derivation formula also has a number of errors, which need to be compensated for the error, set the error system as
Error I:
Error II:
Error III: systematic error;
Therefore, the final Δ
After understanding how to design and realize high-quality educational resources based on virtual photo studios, in order to further validate the effectiveness of such educational resources in university foreign language teaching, this paper investigates the differences in the sense of presence of different groups of people with literacy level as a categorical variable by means of a large-sample research. The sense of presence scale and the large-sample research are described in the following section.
The theoretical framework of presence includes five dimensions: “spatial presence”, “realism”, “immersion”, “interaction” and “social presence”, and each dimension is reflected by different items in the presence scale.
“Spatial Presence” consists of five questions, namely: in a virtual reality situation, you have the feeling of “being there”; in a virtual reality situation, you feel that you are part of the virtual world, and do not feel that you are operating outside of the virtual world; In virtual reality, you feel that the virtual world is all around you; you feel deep in the virtual space; and your physical location is transformed into the virtual space.
“Realism” consists of eight questions: To what extent does the virtual world seem real to you? To what extent is the experience in the virtual world consistent with the experience in the real world? The information from your senses is identical; your avatar in the virtual world feels real to you; the sounds in the virtual world feel real to you; the people you meet in the virtual world feel real to you; the objects in the virtual world feel real; and the virtual world is more real than the real world.
“Immersion” consists of three questions: if you are using an immersive virtual reality system, you don’t feel the real environment around you; if you are using an immersive virtual reality system, you are completely attracted to the virtual reality situation; if you are using an immersive virtual reality system, you are only focusing on the virtual space.
“Sense of Interaction” consists of five questions: you can fully anticipate the feedback from the virtual system in response to the actions you perform; the feedback from the virtual system is natural; The feedback speed of the virtual system makes you feel like you are in the real world; the feedback mode of the virtual system doesn’t make you feel like you are just interacting with a machine; and the virtual system gives you feedback on your body movements.
“Social Presence” consists of four questions: to what extent do you socialize with people in the virtual world in the same way as you do in the real world; and can you feel psychologically connected to other people in the virtual world; People in virtual worlds can convey non-verbal cues for human communication; you can build intimate relationships with people in virtual worlds similar to those between friends.
In the selection of samples, focusing on the populations in three different educational environments: colleges, junior colleges and high schools, and after determining the initial proportion of each population, random sampling of students was conducted in the contacted colleges, junior colleges and high schools to ensure that the questionnaire data were true and valid. In addition, in order to ensure that the subjects seriously watched the VR foreign language speaking contextual teaching introduction video, the video content related judgment questions were set in the beginning part of the questionnaire as a judgment standard for the initial screening of the sample, and on this basis, combined with the questionnaire’s answering time for the screening of the effective samples, and the on-site survey was carried out using paper questionnaires, and the author supervised the whole process of the attitude of the respondents.
The questionnaire survey for large samples began in October 2023, lasted 20 days, large sample questionnaire survey issued a total of 550 questionnaires, research areas including Beijing, Hebei, Hubei, Hunan, Jilin, Anhui, Liaoning and other 13 regions, a total of 531 questionnaires were recovered, with reference to the above four invalid questionnaires filtering rules to get the final valid questionnaires 488, the validity of the recovery rate of 92%. The effective recovery rate reaches 92%. Table 1 demonstrates the descriptive statistical analysis of demographic variables in the large-sample questionnaire data, including gender, age, education, arts and sciences, and the primary sensory representation system of the subjects. From the results of the descriptive statistics of the large sample of respondents in Table 1, the distribution of the data in terms of gender, age, literacy, specialty, and primary sensory representation system is not evenly distributed; in terms of gender, the proportion of females is more than the proportion of males, with the proportion of females accounting for 58.91% and males accounting for 41.09%; and in terms of literacy, the largest number of personnel are in the bachelor’s degree level, with the proportion of approximately 37.5%, and the master’s D. and above were the least, with a proportion of 9.84%; in terms of age, the largest proportion was in the age span of 19-23 years old, with a proportion of 57.38%; in terms of specialization, science and technology accounted for a higher proportion, with a proportion of 60.86%; and in terms of the distribution of the degree of identity of the primary sensory representation system as vision, the largest proportion was neutral, with a proportion of 50.41, and the proportion of those who were very much in agreement with the distribution of the degree of identity of the primary sensory representation system as vision, with a proportion of 27.05. The questionnaire was scored using a Likert seven-point scale scoring mechanism, where the research participants can measure all items related to sense of presence from seven points, from strongly disagree (1) to fully agree (7).
Descriptive statistical results of large sample survey
| Category | Group | Frequency | Percentage |
|---|---|---|---|
| sex | female | 287 | 58.91 |
| male | 201 | 41.09 | |
| Educational level | Senior high school | 110 | 22.54 |
| Junior college | 147 | 30.12 | |
| Undergraduate course | 183 | 37.5 | |
| Master and doctor | 48 | 9.84 | |
| age | 14-18 years old | 124 | 25.41 |
| 19-23years old | 280 | 57.38 | |
| 24-34years old | 69 | 14.14 | |
| Age 35 and older | 15 | 3.07 | |
| profession | Science and engineering | 297 | 60.86 |
| Liberal arts | 191 | 39.14 | |
| The primary sensory representation system is the degree of visual recognition | Strongly disapprove | 110 | 22.54 |
| neutrality | 246 | 50.41 | |
| Highly approve | 132 | 27.05 |
Studies have demonstrated that literacy level is a factor that influences how learners perceive education in virtual contexts. There is a negative correlation between the level of education and the sense of presence in the virtual environment. The subjects’ years of education are negatively correlated with their immersion level in immersive virtual environments. The education level of the research subjects in this study is divided into four types: high school (high school students), college (junior college students), bachelor’s degree (undergraduate students) and master’s degree (master’s doctorate students). In terms of the technological environment investigated in this study, this study concludes that as the level of education rises, the learner’s ability to think logically and view things objectively becomes stronger, and that a sense of presence emerges from the prerequisite of letting go of questioning about the virtual world, and that an increased level of rationality will no doubt affect the degree of presence. The increase in the degree of literacy will undoubtedly affect the generation of a sense of presence. Therefore, this study proposes the following research hypothesis:
H5: The higher the level of literacy, the lower the perception of the five dimensions of sense of presence.
Table 2 shows the descriptive statistical results of the sense of presence of the research subjects with different literacy levels. From the results of comparing the mean values of the sense of presence in each dimension, the mean values of the Koraka group in the five dimensions of the sense of presence are 5.2136, 4.9058, 4.8770, 4.7851, and 5.2189, respectively, which are higher than the mean values of the sense of presence of the other groups in the five dimensions, whereas the mean values of the college group, the bachelor’s degree group, the bachelor’s degree group, and the doctoral degree group are higher, Master’s and Doctoral groups have closer means. Whether the difference in the sense of presence is significant or not needs further analysis.
Descriptive statistics of presence by educational level
| Dimensions and categories | N | Mean value | Standard deviation | |
|---|---|---|---|---|
| Spatial presence | High School (A) | 110 | 5.2136 | 1.28083 |
| Tertiary (B) | 147 | 4.5762 | 1.13527 | |
| Undergraduate (C) | 183 | 4.6848 | 1.24513 | |
| Master’s Degree (D) | 48 | 4.6124 | 1.30564 | |
| immersion | High School (A) | 110 | 4.9058 | 1.13889 |
| Tertiary (B) | 147 | 4.6525 | .90795 | |
| Undergraduate (C) | 183 | 4.5418 | 1.06487 | |
| Master’s Degree (D) | 48 | 4.6143 | 1.19091 | |
| Cross inductance | High School (A) | 110 | 4.8770 | 1.20269 |
| Tertiary (B) | 147 | 4.5837 | 1.00752 | |
| Undergraduate (C) | 183 | 4.6712 | 1.08425 | |
| Master’s Degree (D) | 48 | 4.4311 | 1.28629 | |
| Third dimension | High School (A) | 110 | 4.7851 | 1.16165 |
| Tertiary (B) | 147 | 4.5002 | .97933 | |
| Undergraduate (C) | 183 | 4.5025 | 1.04992 | |
| Master’s Degree (D) | 48 | 4.3892 | 1.27376 | |
| Social presence | High School (A) | 110 | 5.2189 | 1.29217 |
| Tertiary (B) | 147 | 4.8724 | 1.09654 | |
| Undergraduate (C) | 183 | 4.9927 | 1.09282 | |
| Master’s Degree (D) | 48 | 4.9843 | 1.21614 | |
The five-dimensional differences in the sense of presence of groups with different levels of literacy were further examined by ANOVA, and a summary of the ANOVA of the differences in the sense of presence is shown in Table 3. As can be seen from Table 3, the between-group sum of squares for spatial presence was 30.518, with a mean square of 10.173 and an F of 6.767, and the within-group sum of squares was 652.416, with a mean square of 1.503, and the between-group differences were significantly greater than the within-group differences. And by making comparisons with the values of other dimensions, it was found that only the spatial proximity dimension had a significantly greater between-group than within-group difference, i.e.: there was a significant difference between the groups. By comparing the results of Bonferroni’s analysis after the fact, it was found that the spatial presence of high school students was significantly higher than that of college, undergraduate, and master’s and doctoral students, while there was no significant difference between the groups for the other dimensions of presence, and hypothesis H5 was partially confirmed.
Variance analysis of presence difference of educational level
| Sum of squares | df | Mean square | F | Ex post comparison Bonferroni | ||
|---|---|---|---|---|---|---|
| Spatial presence | interclass | 30.518 | 3 | 10.173 | 6.767** | A>B,A>C,A>D |
| intra-class | 652.416 | 434 | 1.503 | |||
| immersion | interclass | 8.329 | 3 | 2.776 | 2.520 | |
| intra-class | 478.220 | 434 | 1.102 | |||
| Cross inductance | interclass | 7.763 | 3 | 2.588 | 2.091 | |
| intra-class | 527.077 | 434 | 1.238 | |||
| Third dimension | interclass | 7.477 | 3 | 2.492 | 2.134 | |
| intra-class | 506.953 | 434 | 1.168 | |||
| Social presence | interclass | 6.880 | 3 | 2.293 | 1.714 | |
| intra-class | 580.731 | 434 | 1.338 | |||
Through the large sample research, it is concluded that the spatial sense of presence of high school students is significantly higher than that of college students, undergraduates and master’s and doctoral students, while there is no significant difference between groups in other dimensions of the sense of presence. Therefore, in higher education, the use of virtual contextualized English teaching resources for university foreign language teaching can enhance college students’ sense of presence and interest in foreign language learning, and further improve their foreign language learning performance. The following is a controlled experiment to verify the effective application of virtual contexts in university foreign language teaching.
The experimental subjects of this study were selected from Class 1 and Class 2 of the freshman year at the School of English Language and Culture of a university in Chongqing. The university divides students into A/B classes according to their English scores in the college entrance examination, in which class 1 and class 2 are both A classes, with relatively balanced learning levels, which can be used as a control experiment with more accurate results. Class 1 is the experimental class with 30 students, 16 boys and 14 girls, and class 2 is the control class with 30 students, 17 boys and 13 girls. The teaching experiment will use traditional methods and resources to implement teaching in class 2, while in class 1, virtual contextualized English resources will be combined with traditional methods.
In this paper, from the teaching reality, in the process of selecting the content of the virtual context college English course based on virtual reality technology, the teaching content is determined according to the teaching objectives and teaching progress as well as the content characteristics of the internship class in which it is located. In order to better utilize the advantages of virtual contextual teaching resources in college English listening and speaking courses, and effectively improve students’ English listening and speaking skills, the virtual contextual resources were created by selecting the contents of 1a-2b in Section A of the five units of the New Comprehensive Curriculum for College English (the first book), such as Unit1, Unit2, Unit3, Unit4, Unit5, etc., which are part of the content of each unit. This part is for each unit and is the basis for students to recognize and learn the new unit. Therefore, choosing this part of the course content to use virtual context teaching resources to carry out teaching is conducive to further enhancing students’ learning enthusiasm and independent learning ability, helping to improve students’ English listening and speaking ability, helping teachers to explain in-depth, and promoting the development of the teaching effect in the direction of more optimized.
At the end of the five units of teaching experimental control, this paper conducted listening and speaking tests on the experimental group 1 class and control group 2 class respectively, and statistically analyzed the scores of the two classes. As shown in Figure 3, the SPSS25 data processing software was used to describe the statistics of the unit listening test scores of the two classes. The minimum value of the scores in class 1 of the experimental group is about 56.5 points, the maximum value of the scores is about 85.8 points, the mean value of the scores is about 73.3 points, and the standard deviation is about 6.76; and the minimum value of the scores in class 2 of the control group is 48.7 points, the maximum value of the scores is 81.4 points, the mean value of the scores is about 67.2 points, and the standard deviation is about 9.82. It can be seen that the mean value of the overall posttest scores of class 1 of the experimental group is more than that of the control group, and students’ English listening and speaking ability has been greatly improved, then the use of virtual contextual English resources in college English courses can have an obvious promotion effect on students’ English language listening and speaking.

Descriptive statistics of post-test results
As shown in Table 4, in the table of independent samples t-test results of hearing scores of the post-test experimental group 1 class and control group 2 class, the significance P=0.132>0.05 in the Levin’s test of equivalence of variances between experimental group 1 class and control group 2 class, then it means that the variances are chi-square. Therefore, a two-tailed test of significance P=0.043<0.05 was chosen for the line “assuming equal variance”, and the t-test results indicate that the difference between the means of the two classes’ performance on this test is significant, with a mean difference of about 3.8. It can be concluded that the mean value of the listening and speaking scores of class 1 of the experimental group is higher than that of class 2 of the control group after using virtual context resources to carry out teaching practice, so the English listening and speaking ability of the students in the experimental class has been significantly improved. Therefore, it can be concluded that the virtual context resources and teaching mode can have a positive impact on the improvement of college students’ English listening and speaking ability, and have an obvious promotion effect on teaching.
Independent sample T-test of post-test results
| Class | Number of cases | Mean value | Standard deviation | Mean standard error |
|---|---|---|---|---|
| 1 | 30 | 73.3000 | 6.76381 | 1.26519 |
| 2 | 30 | 67.2243 | 9.82810 | 1.41376 |
| Levin’s test for variance equality | Mean equivalence t test | ||||||||
|---|---|---|---|---|---|---|---|---|---|
| F | significance | t | Degree of freedom | Sig. (Double tail) | Mean difference | Standard error difference | Difference 95% confidence interval | ||
| Under limit | Upper limit | ||||||||
| Assumed equal variance | 2.323 | .132 | 2.019 | 97 | .043 | 3.82000 | 1.84848 | .06178 | 7.35824 |
| Equivariance is not assumed | 2.019 | 95.345 | .043 | 3.82000 | 1.84848 | .06102 | 7.35901 | ||
The purpose of this paper is to examine the design and implementation of high-quality virtual contextualized teaching resources based on virtual reality environment technology represented by virtual studios. Through a large sample research, it is clearly concluded that high school students are significantly higher than college, undergraduate and master’s and doctoral students in the dimension of spatial sense of presence, F=6.767, but there is no significant difference between groups in the other dimensions of sense of presence.
By analyzing the results of the controlled experiment and the experiment, it can be obtained that the mean value of the performance of the experimental group 1 class using virtual contextual teaching resources and teaching methods is 74.6 points with a standard deviation of about 7.9. In contrast, the control group of 2 classes using traditional teaching resources and teaching methods had a mean score of 67.2 with a standard deviation of about 9.5. Sig. (two-tailed) significance P=0.043<0.05, T-test result is 2.019, which indicates that the difference between the mean values of the two classes’ performance in this test is significant, and the difference of the mean values is about 3.8. It verifies that the use of virtual contextualized teaching resources and teaching methodology in the teaching of English in universities can significantly improve the English listening and speaking ability and learning performance of college students, and has an obvious promotion effect on teaching.
Combined with the research in this paper, it can be seen that when carrying out foreign language teaching, teachers should follow the principles of virtual context teaching resources design more often, create more and more interesting virtual contexts based on students’ foreign language learning characteristics and learning needs, so that students can experience the fun of foreign language learning in the interaction and improve their foreign language learning level. This is also conducive to further promoting the digital development of foreign language education in China.
