A Study of the Impact of Virtual Reality Technology on Immersive Language Learning in Higher Education English Education
Pubblicato online: 19 mar 2025
Ricevuto: 12 nov 2024
Accettato: 15 feb 2025
DOI: https://doi.org/10.2478/amns-2025-0389
Parole chiave
© 2025 Liang Gao, published by Sciendo
This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
Currently, virtual reality technology has outstanding performance in some cutting-edge scientific fields, and it is also in a new stage of high-speed development in the education industry. Virtual reality technology advances the construction of virtual experiments, virtual examinations, and virtual campuses, which can have a cross-dimensional upgrade of the traditional teaching mode and teaching system [1–2]. Virtual reality technology is essentially a fusion of computer simulation technology, computer graphics technology, network communication technology and visual communication technology to build a simulation environment that is highly similar to real life, and to create a threedimensional environment by mobilizing the senses of vision, touch and hearing [3–6]. Through advanced sensor technology and the Internet, users are able to realize communication and interaction with virtual objects within the virtual environment, and although the overall environment is simulated through science and technology, users are able to have very real feelings and experiences [7–10].
The use of virtual reality technology makes the language teaching process with new elements, brings a new experience and feeling to teachers and students, innovates the way of education, and plays a vital role in English education in colleges and universities [11–14]. Compared with traditional English learning, virtual reality English learning has the advantages of immersion, interaction and imagination [15–16]. For English learners, the combination of virtual reality technology and English teaching can utilize multidimensional sensory stimuli such as animation, sound, and text to present vivid things, stimulate learners’ interest in learning, and promote interaction so as to achieve good learning results [17–20]. With the development of hardware and software, the virtual reality English teaching system will develop from the non-immersive learning of mouse-keyboard interaction to the immersive learning of head-mounted devices, which will bring a better learning experience for students [21–22].
Spatial ability as a moderating variable and cognitive load as a mediating variable were introduced into the study of the impact of virtual reality technology on students’ language learning effects, the method of testing the effect of the use of virtual reality technology, and the moderating variable and mediating variable were explored, and the mediation model with moderation was able to not only reveal the intermediate mechanism of virtual reality technology affecting students’ language learning effects (the mediating role of cognitive load), but also to reveal the individual differences of this mechanism (the moderating role of spatial ability). It is of positive significance to further and expand the research on the relationship between the use of virtual reality technology, language learning effects, and individual adaptation.
Based on this study of the impact of the use of virtual reality technology in college English education on immersive language learning, the following hypotheses are proposed:
Hypothesis H1: The use of virtual reality technology in college English education has a significant positive effect on immersive language learning.
Hypothesis H2: Students’ cognitive load mediates the relationship between the use of virtual reality technology in English education in colleges and universities and learning outcomes.
Hypothesis H3: The mediating process by which the use of virtual reality technology in tertiary English education affects immersive language learning through cognitive load is moderated by spatial ability.
The experiment selected 122 students from University H as the subjects, who were from different majors and all of them took English courses in the same semester. Before the course started, the staff did not inform the participants about the content of this experiment, and after the experiment was finished, 122 questionnaires were collected. The experimental subjects were randomly assigned to four groups according to the two spatial abilities and teaching methods, and each group of experiments was conducted separately and independently of each other, in which one group (high spatial ability) and two groups (low spatial ability) were the experimental groups using virtual reality technology, and three groups (high spatial ability) and four groups (high spatial ability) were the ordinary groups with traditional teaching.
Immersion Language Learning Effectiveness Test Scale
The main forms of learning achievement tests include immediate-type tests and delayed-type tests for English translation tasks. The type, number, and scoring criteria of the two types of learning material questions remain unchanged. The memorizing tasks involve 8 multiplechoice questions and 1 fill-in-the-blank question, resulting in a total of 10 points. The questions in the transfer category were all 4 multiple-choice questions and 2 short-answer questions, totaling 10 points. Two relevant experts were asked to rate the difficulty level of the pre- and post-test. Correlation analysis revealed that the correlation coefficient between the difficulty levels of declarative and procedural knowledge was 0.867, and that the correlation coefficient for the questions in the migration and memorization categories was 0.812, which is a high correlation coefficient, and the difficulty level of each type of question was relatively consistent.
Cognitive load test scale
Cognitive load in the study was measured using the subjective evaluation method. The subjective evaluation method requires learners to evaluate cognitive load by reporting their feelings and experiences during the learning process. Using the compiled cognitive load selfassessment scale, consisting of two questions on mental effort evaluation and task difficulty evaluation, using a 9-point scale, subjects self-evaluated according to their specific feelings during the virtual learning process, and the scores were directly proportional to the size of the cognitive load, with higher scores indicating that the cognitive load generated by the virtual learning was higher virtually. The validity coefficient of the scale was 0.769 and the consistency reliability coefficient Cronbach’s α in the study was 0.935.
Spatial ability test
English learning materials contain a lot of information related to spatial ability. In order to prevent excessive differences in subjects’ spatial ability from affecting the text learning effect, the experiment needs to assess the spatial ability level of all subjects.
In the field of psychology, although scholars have not yet reached a consensus on the definition of spatial ability, they agree that spatial ability can be segmented into different spatial factors by means of corresponding tests [23]. As a result, since the 1930s, psychologistshave developed a large number of paper-and-pencil test instruments to identify and analyze multiple spatial factors. Table 1 displays the spatial factors and their test instruments in mainstream research.
Spatial factors in mainstream research and their corresponding tests
| Space factor | Test |
|---|---|
| Spatial visualization | Origami test |
| Spatial relationship and orientation | Cube comparison test,The Guilford-d-Zimmerman space orientation test |
| Spatial visualization | Origami test,Plate test,Cube comparison test |
| Spatial relation | Card rotation test |
| Spatial orientation | The Guilford-d-Zimmerman space orientation test |
| Spatial visualization | Origami test,Plate test,Cube comparison test,The Guilford-d-Zimmerman space orientation test |
| Spatial relation | Card rotation test |
| Closing speed | Snow photo test |
| Closing flexibility | Hidden picture test |
| Perceptual velocity | Same image test |
The mediating effect reflects the influence effect played by variable

Analysis of mesomeric effect Path
The test model for the mediation effect is as follows:
The coefficient
This experimental immersive VR is realized by a panoramic VR all-in-one machine, which restores the English learning scene through panoramic roaming, obtains an immersive learning experience, and allows students to complete the study and learning activities without leaving home. Immersive VR devices can be used in different modes of use (free viewing by students, unified control by teachers) according to the teaching purpose, and in order to let the learners focus on the course content, this experiment adopts the unified control mode of teachers [24]. Specific process: the teacher opens the central control system, selects the joint broadcast mode, organizes the students to receive the VR helmet, and after ensuring that all the students are successfully connected to the terminal equipment, the teacher selects the English teaching resources to play. Students in the process of experiencing, through the helmet on the function buttons on the virtual scene of things to operate, after selecting a thing, there will be a relevant introduction to the voice or text in the way of the screen for students to understand and learn, in the completion of the visit to the study, the students return the helmet, the teacher closes the system.
A complete English course teaching is divided into two parts, the theoretical learning process is carried out in the traditional classroom, and the teaching is mainly completed through textbook lectures and PPT presentations. Figure 2 shows the teaching design framework.VR practice teaching is carried out after the theoretical learning process, as a useful supplement to traditional classroom teaching, and its main purpose is to strengthen learning, promote the understanding of the learning material, and stimulate emotions in a deeper way. This paper is aimed at testing the role of VR practical teaching in promoting learning effectiveness. Therefore, the experiment focuses on the VR practical teaching component.

Teaching design framework
At the end of the VR experimental study, the subjects were brought to the post-test area next to the experiment, firstly, the experimental staff distributed questionnaires to the subjects and introduced the precautions for filling in the questionnaires, then the subjects were guided by the experimental staff to fill in the questionnaires, including the questionnaire of the English experimental test, the questionnaire of the cognitive load and the questionnaire of the motivation to learn; finally, the questionnaires were retrieved and carefully checked each questionnaire to make sure that the key information hadn’t been missed, and all the All the questionnaires were required to be completed within a specified period of time, and the subjects were given snacks as a reward after completing the questionnaires.
A two-factor repeated-measures ANOVA with 2 (virtual reality environment: VR, PW) × 2 (test phase immediate, delayed) on response time to the translation task is shown in Fig. 3, which reveals a borderline significant main effect of the virtual reality environment (F(1,31)=4.01,p=0.05), with the translation speed of the vocabulary learned by the experimental group (M=2608ms,SD=75) being faster than that of the the general group (M=2702ms,SD=71); the main effect of the testing phase was not significant (F(1,31)=0.21,p=0.66), and there was no significant difference between the translation speed in the immediate testing phase (M=2655ms,SD=76) and that in the delayed testing phase (M=2631ms,SD=72); and the interaction between the two was not significant (F(1, 31)=0.05,p=0.84) The response-time results of the translation task indicate that virtual reality technology facilitates the learning effect of the English language to some extent and is not affected by the testing phase verifying Hypothesis 1.

Analysis of variance analysis
A two-factor repeated-measures ANOVA on the correct rate of the translation task is shown in Figure 4, which found that the main effect of the virtual reality environment was significant (F(1,31)=9.11,p=0.007), and that the correct rate of translation in the experimental group (M=87%,SD=1%) was significantly higher than that in the general group (M=81%,SD=1%); the main effect of the testing phase was not significant (F(1,31) = 1.07,p=0.35); the interaction between the two was not significant (F(1,31)=0.03,p=0.91).

Analysis of variance analysis
The results of the learning effect test for high and low spatial ability in the experimental group and the general group teaching style respectively are shown in Table 2 below. From the table, it can be learned that the learning effect test results of high spatial ability learners are 22.51±5.11, and the learning effect test results of the experimental group are 23.34±4.77, while the learning effect test results of low spatial ability learners are 16.45±4.02, and the learning effect test results of the experimental group are 19.53±4.58;When the experimental subjects were in the general group, the learning effect test scores of the high spatial ability learners were 22.51±5.11, and the learning effect test scores of the low spatial ability learners were 16.45±4.02; when the experimental subjects were in the experimental group, the learning effect test scores of the high spatial ability learners were 23.34±4.77, and the learning effect test scores of the low spatial ability learners were 19.53±4.58.
The two kinds of teaching methods are descriptive statistics
| General group | Experimental group | |
|---|---|---|
| Height space capacity | 22.51±5.11 | 23.34±4.77 |
| Low space capacity | 16.45±4.02 | 19.53±4.58 |
The results of the ANOVA of teaching style (ordinary group vs. experimental group) and learners’ spatial ability (high vs. low) are shown in Table 3. The results in the table show that the main effect of teaching style was significant, F(3,156)=16.28, p<0.01, np2=0.091, and the experimental group’s score on the language learning effect test was significantly higher than the ordinary group’s score on the language learning effect test; the main effect of spatial competence in was significant, F(3,156)=37.33, p<0.01, np2=0.188, and high spatial ability learners scored significantly higher than low spatial ability learners scored on the Language Learning Effectiveness Test (LLET); the interaction between teaching style and spatial ability learners on LLET scores was significant, F=13.67, p<0.01, np2 = 0.079.
The teaching method and the spatial ability variance analysis table
| Source | III type of square sum | df | MS | F | p | np2 |
|---|---|---|---|---|---|---|
| Teaching mode | 215.41 | 1 | 215.41 | 16.28 | .000*** | 0.091 |
| Spatial capacity | 516.74 | 1 | 516.74 | 37.33 | .000*** | 0.188 |
| Teaching mode×Spatial capacity | 184.26 | 1 | 184.26 | 13.67 | .000*** | 0.079 |
Note: p<0.001
p<0.000
The interaction analysis between teaching style (experimental group vs. ordinary group) and learners’ spatial ability (high vs. low) is shown in Figure 5. For the low spatial ability learners, when the teaching styles were presented in the general group and in the experimental group respectively, the difference in learning effects was significant, F(1,156) = 35.21, p<0.01, np2 = 0.290. The experimental group presented significantly better language learning effects (21.14±3.67) than those of the general group (16.21±3.56).
For the low spatial ability learners, when the learning materials were presented in the general group and in the experimental group, respectively, there was a significant difference in the learning effects, F(1, 156) = 35.43, p<0.01, np2 = 0.290. The experimental group’s language learning effect (21.15±3.61) was significantly better than the learning effect of the general group (16.36±4.08).
For high spatial ability learners, the difference in the learning effect was not significant F(1, 156) = 0.05, p = 0.867 when the teaching style was presented in the ordinary group and in the experimental group respectively. The language learning effect presented in the experimental group (22.34 ± 4.08) was not significantly higher than the learning effect in the ordinary group (22.12 ± 3.87).

Interactive diagram of teaching and spatial ability
The correlation between the use of virtual reality technology, spatial ability, cognitive load and learning effect was analyzed, and Spearman’s method was chosen to obtain the correlationcoefficients between the variables, as shown in Table 4, which shows that it can be found that: the use of virtual reality technology has a significant positive correlation with the learning effect (r=0.415, p<0.01), a significant positive correlation with the cognitive load (r=0.153, p<0.01), a significant positive correlation between cognitive load and learning outcomes (r=0.467, p<0.01), and spatial ability is significantly correlated with the use of virtual reality technology, cognitive load and learning outcomes.
The zero order correlation coefficient of the study variable
| Study variable | Use of virtual technology | Learning effect | Spatial capacity | Cognitive load |
|---|---|---|---|---|
| Use of virtual technology | 1.000 | 0.415** | .033 | 0.153** |
| Learning effect | 0.415** | 1.000 | .047 | 0.467** |
| Spatial capacity | .033 | -.047 | 1.000 | .078 |
| Cognitive load | 0.153** | .467** | .078 | 1.00 |
Note: N=122;P<0.05
P<0.01
P<0.001
The independent variables in this study are categorical variables, so it is necessary to virtualize the independent variables, with group as the independent variable X (assigned the value of experimental group = 1, general group = 0), language learning effect as the dependent variable Y, and cognitive load as the mediator variable M.
The results of the test are shown in Table 5, and the data indicate that the use of virtual reality technology has a significant predictive effect on language learning outcomes (B=0.77, t=4.79, p<0.001), and when the mediating variable cognitive load is put in, the direct predictive effect of the use of virtual reality technology on the language learning outcomes of students remains significant (B=0.59, t=3.8, p<0.001). The negative predictive effect of the use of virtual reality technology on students’ cognitive load of learning was significant (B=-0.63, t=-3.2, p<0.01), as was the negative predictive effect of students’ cognitive load on their language learning outcomes (B=-0.37, t=-3.69, p<0.01). In addition, the upper and lower 95% confidence intervals of the direct effect of the use of virtual reality technology on students’ language learning outcomes were (0.28, 0.99), and the upper and lower 95% confidence intervals of the mediating effect of students’ cognitive load between the use of virtual reality technology and language learning outcomes were (0.03, 0.40), both of which did not contain 0, indicating that the use of virtual reality technology not only directly predicts language learning outcomes, but also can directly predict language learning effects, but also can predict their learning effects through the mediation of students’ cognitive load, and this direct and mediated effects account for 79% and 21% of the total effect, respectively. This result reflects that cognitive load has a partially mediating role in the effect of the use of virtual reality technology on language learning outcomes, and Hypothesis 2 is valid.
The mediation model of the cognitive load is tested
| Result variable | Predictor variable | Normalized regression coefficient | SE | t | 95% confidence interval | R2 | F | |
|---|---|---|---|---|---|---|---|---|
| LLCI | ULCI | |||||||
| Linguistic learning | Constant a | -0.29 | 0.32 | -0.93 | -0.78 | 0.31 | 0.21 | 13.58 |
| Gender | -0.23 | 0.25 | -0.93 | -0.57 | 0.23 | |||
| Use of virtual technology | 0.77 | 0.23*** | 4.79 | 0.46 | 1.19 | |||
| Cognitive load | Constant a | -0.19 | 0.33 | -0.51 | -0.7 | 0.44 | 0.07 | 6.34 |
| Gender | 0.28 | 0.26 | 1.71 | -0.08 | 0.76 | |||
| Use of virtual technology | -0.63 | 0.24 | -3.2*** | -0.95 | -0.18 | |||
| Linguistic learning | Constant a | -0.33 | 0.31 | -0.13 | -0.8 | 0.25 | 0.28 | 15.27 |
| Gender | -0.12 | 0.24 | -0.38 | -0.45 | 0.32 | |||
| Use of virtual technology | 0.59 | 0.23 | 3.8*** | 0.28 | 0.99 | |||
| Cognitive load | -0.37 | 0.14 | -3.69*** | -0.51 | -0.11 | |||
The mediator model with moderation was tested controlling for the gender variable, with a sample size of 122, with group as the independent variable X (assigned as experimental group = 1, general group = 0), learning effect as the dependent variable Y, cognitive load as the mediator variable M, and spatial ability level (spatial ability test score) as the moderating variable W at the 95% confidence interval.
The test results are shown in Table 6, the data show that after putting the spatial ability level into the model, the interaction term between the use of virtual reality technology and the spatial ability level does not have a significant predictive effect on students’ cognitive load (B=0.32, t=1.48, p>0.05), which indicates that the students’ spatial ability level does not modulate the predictive effect of the use of virtual reality technology on the cognitive load, and combined with the two-factor ANOVA results, hypothesis 3 is not valid.
Regulated mediation model test
| Result variable | Predictor variable | Normalized regression coefficient | SE | t | 95% confidence interval | R2 | F | |
|---|---|---|---|---|---|---|---|---|
| LLCI | ULCI | |||||||
| Cognitive load | Constant a | 49.58 | 7.02 | 9.42*** | 37.32 | 61.65 | 0.13 | 4.28 |
| Gender | 7.23 | 5.88 | 2.51 | -3.45 | 16.71 | |||
| Use of virtual technology | -13.14 | 4.62 | -4.17** | -21.35 | -5.27 | |||
| Spatial capacity | -0.09 | 0.13 | -0.71 | -0.32 | 0.16 | |||
| Use of virtual technology | 0.32 | 0.24 | 1.48 | -0.14 | 0.75 | |||
| * Spatial ability | ||||||||
In addition, the results of the moderating effect of spatial ability on the use of realistic technology on learning outcomes through cognitive load are shown in Table 7, when spatial ability is at a low (M-1SD) or average level (M), the upper and lower bounds of the 95% confidence intervals are (2.22, 14.43) and (1.08, 11.24), respectively, and neither of them contains 0. Cognitive load has a mediating role in the effect of the use of virtual reality technology on the learning outcomes has a mediating role. That is to say, for students with lower spatial ability levels, they show lower cognitive load when using virtual reality technology, which in turn shows better learning effects; while when the spatial ability level is higher (M+1SD), the upper and lower limits of the 95% confidence interval are (-2.55, 8.45), which contain 0, suggesting that the cognitive load does not have a mediating role. In other words, the use of virtual reality technology does not affect the cognitive load of students with higher levels of spatial ability in language learning. At all three levels of spatial ability, the mediating effect of cognitive load in the relationship between the use of virtual reality technology and language learning effects also tends to decrease, i.e., as the level of spatial ability of the learners increases, the virtual reality technology is less likely to enhance the language learning effects of the learners by decreasing their cognitive load.
Regulation effect analysis
| Mediation variable Cognitive load | Spatial capacity | Effect | SE | 95% confidence interval | ||
|---|---|---|---|---|---|---|
| LLCI | ULCI | |||||
| Cognitive load | M-1SD | -21.24 | 6.71 | 4.11 | 2.22 | 14.43 |
| Cognitive load | M | 0 | 5.02 | 3.08 | 1.08 | 11.24 |
| Mediation variable | M+1SD | 21.24 | 3.11 | 3.25 | -2.55 | 8.45 |
In this paper, 122 students from University H were selected as research subjects, divided into an experimental and ordinary group, and presented hypotheses, which were verified by mediation effect test and empirical analysis. From the experimental results, the scores of the translation test of the experimental group that used virtual reality technology were significantly higher than those of the ordinary group, and the students in the virtual classroom achieved good results, verifying Hypothesis 1. In language learning, the effect is presented with different teaching methods, and the high spatial ability learners (22.51±5.11) outperformed the learning effect of the low spatial ability learners (16.45±4.02), which indicates that the learner’s spatial ability has some influence on language learning. Through the mediation effect test, cognitive load plays a mediating role in the effect of the use of virtual reality technology on the learning effect, and Hypothesis 2 is established. Therefore, the use of virtual reality technology not only promotes the improvement of language learning effect through direct effect, but also promotes the improvement of language learning effect indirectly through the mediation of cognitive load.
