E-ISSN: 5733-6783
P-ISSN: 5532-7563
DOI: https://iigdpublishers.com/article/646
Amidst the era of human-computer symbiosis, extensive research has focused on the influence of educational Metaverse based platform on the domain of education. The emerging realm of the Metaverse, driven by advancements in 5G, has emerged as a new and unexplored frontier. Although some researchers have examined the use of the Metaverse in education, there is a significant lack of study specifically focused on its impact on language learning. This comprehensive literature review aims to fill this void by analysing and consolidating current research to provide insights into the consequences of Metaverse technology, particularly in the field of language teaching. It provides an overview of the Metaverse technology and its applications in communicative competencies, including interactive experiences, immersive storytelling, and engaging experience. Furthermore, the review discusses the existing research on the Metaverse in Language Learning and Teaching, and thus identifies the gaps and limitations in the current literature. A total 663 articles had been screened from 2019 and 2023. Out of those articles, 53 articles were identified and selected for this review. The findings suggested that the Metaverse has the potential to enhance language learning outcomes for learners specifically in communicative competencies such as listening and speaking skills, but further research is needed to establish the effectiveness of this technology for future use.
Mohd Khair Naim & Tan Kim Hua PhD
Akyut, B. (2022). The Effects of Differentiated Gamification Treatments on Middle School Students ’ Academic Achievement, Motivation and Attitudes in Second Language Learning.
Arksey, H., & O'Malley, L. (2005). Scoping studies: Towards a methodological framework. International Journal of Social Research Methodology, 8(1), 19- 32. doi:10.1080/1364557032000119616
Boffi, P., Clerici, M., Gallace, A., & Lanzi, P. L. (2023). An Educational Experience in Ancient Rome to Evaluate The Impact of Virtual Reality on Human Learning Process.
Çelik, F., & Ersanlı, C. Y. (2022). The use of augmented reality in a gamified CLIL lesson and students' achievements and attitudes: A quasi-experimental study.
Celce-Murcia, M., Dörnyei, Z., & Thurrell, S. (1995). Communicative competence: A pedagogically motivated model with content specifications. Issues in Applied Linguistics, 6(2), 5-35.