XR Technologies in English Language Education: Conceptualising Immersive Learning to Foster Oracy in Secondary Language Classrooms

Authors

  • Frauke Matz University Munster, English Language Education, Department of English, Munster, Germany
  • Rebecca Schlieckmann University Munster, English Language Education, Department of English, Munster, Germany
  • Stavros Pitsikalis University of the Aegean, Department of Preschool Education Sciences & Educational Design, Rhodes, Greece
  • Ilona-Elefteryja Lasica University of the Aegean, Lifelong Learning Programmes - EduTech Digital Innovation Hub, Rhodes, Greece
  • Ondřej Duda Palacký University Olomouc, Faculty of Education, Institute of Pedagogy, Olomouc, Czech Republic
  • Alena Jůvová Palacký University Olomouc, Faculty of Education, Institute of Pedagogy, Olomouc, Czech Republic

DOI:

https://doi.org/10.56198/0g2ccx33

Keywords:

Extended Reality (XR), Technologies, Virtual Reality (VR), Digital Competency, Language Education, Curriculum Integration, PAX EU Project

Abstract

The rapid development of extended reality (XR) technologies, particularly immersive virtual reality (VR), has the potential to transform language classrooms into highly engaging learning environments [1, 2]. Despite the documented benefits of XR for teaching foreign, second or additional languages (L2), its integration into classroom practice in the context of secondary school education remains limited [3]. This can certainly be attributed to the notable lack of practice-led, evidence-based frameworks and models designed specifically for language-learning settings. Consequently, this extended abstract outlines the PAX (Pedagogical Alliance for XR-Technology in (Teacher) Education) project - a large-scale European research initiative that aims to develop a comprehensive competency framework following design-based research principles [4]. More specifically, it presents the initial findings of the analysis and exploration phase with a focus on language education, particularly oracy. On the one hand, it outlines the general conceptual design of an XR competency framework; on the other, it sets out the specifics of immersive VR for enhancing oracy [5].

Published

02-07-2026

How to Cite

XR Technologies in English Language Education: Conceptualising Immersive Learning to Foster Oracy in Secondary Language Classrooms. (2026). Immersive Learning Research - Practitioner, 1(1). https://doi.org/10.56198/0g2ccx33

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