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Virtual reality in problem‐based learning contexts: Effects on the problem‐


solving performance, vocabulary acquisition and motivation of English
language learners

Article in Journal of Computer Assisted Learning · February 2021


DOI: 10.1111/jcal.12528

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Ching-Huei Chen Hui-Chin Yeh


National Changhua University of Education National Yunlin University of Science and Technology
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Received: 2 September 2020 Revised: 17 December 2020 Accepted: 2 January 2021
DOI: 10.1111/jcal.12528

ARTICLE

Virtual reality in problem-based learning contexts: Effects on


the problem-solving performance, vocabulary acquisition and
motivation of English language learners

Ching-Huei Chen1 | Hsiu-Ting Hung2 | Hui-Chin Yeh3

1
Department of Industrial Education and
Technology, National Changhua University of Abstract
Education, Changhua, Taiwan Learning a foreign language requires interaction with language input while involved
2
Department of English, National Kaohsiung
in a task. Given that problem-based learning (PBL) offers hands-on application in real-
University of Science and Technology,
Kaohsiung, Taiwan istic contexts, and that virtual reality (VR) enables learners to interact with multiple
3
Department of Applied Foreign Languages, modalities of information, this study examines how the integration of VR technology
National Yunlin University of Science and
Technology, Douliu, Taiwan into PBL contexts affects students' motivation for, problem-solving during, and
vocabulary acquisition in learning English as a foreign language (EFL). A total of
Correspondence
Hui-Chin Yeh, Department of Applied Foreign 84 engineering majors who enrolled in a course of English for specific purposes were
Languages, National Yunlin University of randomly assigned to either an experimental group or a control group. Students in
Science and Technology, No. 123, University
Road Section 3, Douliu, Yunlin, Taiwan. the experimental group participated in a VR-assisted PBL context, in which they were
Email: hyeh@gemail.yuntech.edu.tw to view a PBL scenario using VR technology and then to create VR videos about solv-

Funding information ing the given problems. Those in the control group participated in a PBL context
Ministry of Science and Technology Taiwan without the use of VR technology for viewing and solving the identical scenario.
After the intervention, all the students wrote a problem-solving analysis, took a
vocabulary knowledge test, completed a learning motivation questionnaire, and par-
ticipated in individual interviews. The results showed that the students in the experi-
mental group significantly outperformed those in the control group in terms of
vocabulary acquisition, and were more motivated to learn English related to their
future careers, whereas there was no significant difference in the problem-solving
performance of the two groups. Implications of these findings highlight the value of
engaging EFL learners in immersive environments for contextualized learning through
the integrated use of VR and PBL.

KEYWORDS
English learning, motivation, problem-based learning, virtual reality, vocabulary acquisition

1 | I N T RO DU CT I O N particular interest to this study is English language teaching for non-


English majors with a science, technology, engineering and mathemat-
As English is a recognized international language, in many countries, it ics (STEM) background, for whom the biggest challenge in learning
is widely integrated into education and other professional sectors, English is a lack of motivation (Alsamadani, 2017; Rajini &
such as business and engineering. To prepare students to cope with Krishnamoorthy, 2020). The demotivating cause is often due to a lack
continued globalization for future careers, teaching English for specific of relevant contexts for using the target language (Riyanti, 2019;
or occupational purposes is one of the primary goals of recent educa- Turhan & Kırkgöz, 2018) in a way that is responsive to their profes-
tion reforms (e.g., Fillmore, 2014; Latif, 2017; H. Shin, 2016). Of sional skills and occupational needs. Therefore, establishing a

J Comput Assist Learn. 2021;1–10. wileyonlinelibrary.com/journal/jcal © 2021 John Wiley & Sons Ltd 1
2 CHEN ET AL.

motivating English-learning environment is essential for this group of have often struggled with vocabulary acquisition (Fard & Vakili, 2018;
students. Patahuddin et al., 2017), especially for a specific field of study or jar-
Since the 1970s, authenticity in language learning has been gon. This appears to be a major drawback as having an adequate size
emphasized, especially for those learning English as a foreign lan- of vocabulary knowledge is strongly correlated with English listening,
guage (EFL), as they normally have limited access to authentic input reading and writing skills as well as other communication-related per-
and practical opportunities for language use beyond the classroom formance (Johnson et al., 2016).
(Gardner & Lambert, 1972). With the advancement of digital technol- Another relevant problem for EFL learners concerns the limited
ogy as a source of learning tools, it has become feasible to contextual- contexts for communicating in English. Authentic input can help to
ize foreign language learning in real-world settings. Emerging promote learning attitudes, motivation and achievements (Hidayati &
technologies, such as virtual reality (VR), can enable learners to use Diana, 2019; Huda, 2017; Monteiro & Kim, 2020). If instructional
multiple modalities of information to learn in language-immersive materials can be matched with authentic learning tasks and integrated
environments through the construction and simulation of actual situa- into specific situations and meaningful contexts, their effectiveness
tions in an approach termed ‘embodied cognition’ (Hamilton can be enhanced (Yeh et al., 2020). However, little attention has been
et al., 2020; D. H. Shin, 2018). By allowing students to participate in paid to authenticity in the acquisition of English vocabulary for spe-
immersive learning tasks, VR has thus been found to narrow the gap cific purposes, which can arguably be fostered by integrating
between language classrooms and workplace contexts (Lin & language-learning materials into realistic situations through the medi-
Lan, 2015). ation of VR.
In this study, VR technology was integrated into problem-based Previous research has shown that VR can offer several advantages
learning (PBL) contexts as a means to increase students' meaningful in learning. First, VR allows for learning in immersive environments,
and professional exposure to EFL learning. The premise was that the which reflects the theory of situated cognition (Brown et al., 1989).
combination of VR and PBL could provide learners with virtual immer- Unlike two-dimensional (2D) videos to which the viewer merely relates
sions of problem-solving scenarios in language-rich environments, as a separate observer, VR promotes a sense of immersion by enabling
necessitating the need for them to learn and use the target language exploration in three-dimensional (3D) space. Second, through VR
for authentic purposes in their professional fields. It was hypothesized exploration, the student can have experiences that are not easily avail-
that EFL learning within the context of VR-assisted PBL could able in the real world, such as visiting Arctic caves, enabling situational
enhance students' English-learning motivation and facilitate their learning in relevant contexts (Chien et al., 2020). Third, students tend
acquisition of specialized English vocabulary, while also improving to achieve high levels of interactivity and involvement in VR learning
their problem-solving performance. A VR-assisted PBL approach was environments, which often contribute to students' learning motivation
therefore proposed in the present study. The following research ques- (Wang et al., 2017) and collaborative learning (Abdullah et al., 2019).
tions were addressed to examine the effectiveness of the proposed Given its major affordances for immersion and interaction, VR can pro-
approach: vide learning opportunities for active operations and repeated practice
to promote the acquisition of relevant knowledge and skills in
1. Did the students who experienced the VR-assisted PBL approach contexts.
demonstrate better problem-solving performance than those who The use of VR for language learning has attracted researchers'
experienced the non-VR-assisted PBL approach? attention in recent years. As with the use of VR in other disciplines, VR
2. Did the students who experienced the VR-assisted PBL approach provides an immersive environment for language learning, allowing
acquire more specialized English vocabulary than those who experi- learners to use virtual avatars to assume a first-person perspective in
enced the non-VR-assisted PBL approach? 3D settings (Lan, 2020; Slater, 2017). VR also supports highly interac-
3. Did the students who experienced the VR-assisted PBL approach tive learning scenarios with visual, auditory and tactile sensations in
have higher motivation to learn English than those who experi- which learners can communicate using the target language (e.g., J.
enced the non-VR-assisted PBL approach? C. Chen, 2016a; J. Chen, 2016b; Yamazaki, 2018; Yeh et al., 2020).
Thus, a number of empirical studies have found that VR can facilitate
language learning in various aspects (Hamilton et al., 2020;
2 | LITERATURE REVIEW Parmaxi, 2020). For example, J. C. Chen (2016a) utilized a VR-assisted
English-learning platform in the classroom to explore its influence on
2.1 | English learning through VR technology students' cognitive and linguistic development. The results showed
that the students improved their phonological, morphological, grammar
With the increasing demands for international communication associ- and syntax knowledge with the aid of VR technology. In another study,
ated with globalization, students are expected to learn additional lan- Lan et al. (2018) implemented either physical on-site learning or virtual
guages to be competitive. Many Asian countries, including Taiwan, learning with two groups of students to investigate the effect of 3D
Korea and Japan, have prioritized learning English as an additional lan- avatars in virtual worlds enabled by VR technology on their develop-
guage in preparation for involvement in global political, social and eco- ment of English-listening comprehension. The findings revealed that
nomic contexts (Honna, 2016; Tsui, 2020). However, EFL learners the virtual learning group outperformed the physical learning group on
CHEN ET AL. 3

a listening test. Alfadil (2020) explored the effects of a VR game on throughout the learning experience. Nevertheless, these claims need
students' English vocabulary acquisition by comparing the vocabulary to be verified by empirical studies. The present study thus aimed to
learning outcomes of 32 students who used the VR game to learn with build on the affordances of VR technology (as mentioned earlier) to
those of 32 students who received vocabulary instruction in a tradi- establish a VR-assisted PBL context for EFL learners. An evaluation
tional classroom. The results showed that the VR group gained signifi- (to be described below) was carried out to investigate the associated
cantly higher scores on vocabulary acquisition than their counterparts. effects arising from the proposed approach.
Similarly, Legault et al. (2019) pointed out that interacting with 3D
characters and objects in immersive VR learning environments can
improve the accuracy and speed of learners' learning of words. While 3 | M E TH O DO LO GY
VR technology has shown enormous effects on learning a foreign lan-
guage, however, an instructional approach that accommodates such 3.1 | Participants
technology has not been explored thoroughly. The present study
therefore set out to fill this gap in the literature. Participants were two EFL classes of students enrolled in a required
course, Applied English, each with 42 sophomores majoring in electric
and mechanical engineering. The course was designed to acquaint stu-
2.2 | English learning in PBL contexts dents with English in engineering fields with a main objective of
enhancing their specialized vocabulary knowledge. The majority of the
PBL is a student-centred active learning approach that originated in participants were certified as low-intermediate by a standardized
medical education as a way to guide students through data search and English proficiency assessment, The Test of English for International
data analysis in the problem-solving process (Barrows, 1986; Communication (TOEIC), which is recognized in more than
Evenson & Hmelo, 2000). It aims to develop students' problem-solving 150 countries.
skills through such stages as problem identification, resource explora- As foreign language learners of English in Taiwan, all the 84 partici-
tion, solution generation and evaluative reflection (Glasgow, 1997; pants came from vocational high schools that were not academically
Hung, 2009; Moust et al., 2019). oriented and did not emphasize holistic English education of the four
Effects of PBL on learners' skill development have been well docu- language skills: listening, speaking, reading and writing. Most of the
mented in the literature. For instance, PBL facilitates students' meta- participants were not interested in learning English, which could possi-
cognitive skills as they are directed to define a problem, search for bly be attributed to a lack of context in which to practice their English
information, analyse data, construct hypotheses and implement solu- skills. In their higher education pursuits, English learning was typically
tions (Araz & Sungur, 2007; Dochy et al., 2003; Downing et al., 2009; approached by taking a required English course, meeting 2 h a week
Gallagher et al., 1992). PBL promotes students' critical thinking and (as with the course under investigation).
creative thinking skills as they work in an ill-structured context in pur-
suit of best solutions rather than ‘right’ answers (Khoiriyah &
Husamah, 2018; Nulhakim, Setiawan, & Saefullah, 2020; Ulger, 2018). 3.2 | The VR-assisted PBL approach
PBL encourages collaborative learning in which students are required
to develop and apply such soft skills as communication and teamwork The study was situated within a PBL context where the students were
in the complex process of problem-solving (Hmelo-Silver, 2004). presented with a PBL scenario (see Appendix A), based on which to
Despite the aforementioned benefits, applications of PBL in for- compose a PBL analysis. During the PBL process, the instructor pro-
eign language education are less commonly reported. This is probably vided a set of guided questions (see Appendix B) to help the students
due to the fact that EFL teachers typically focus their instruction on solve the given problems in the scenario. Specifically, the students
linguistic aspects and language skills, leaving little room for were directed to identify potential problems, search for valid
implementing active learning approaches such as PBL. However, resources, generate feasible solutions and reflect upon their conclu-
researchers have found that successful language learning requires not sions, all of which were seen as necessary components in a high-
only the mastery of linguistic knowledge and skills but also the organic quality PBL analysis. For the course objectives and research purpose,
development with respect to cognitive learning and affective learning criteria for assessing the students' PBL analyses were collaboratively
(Allen & Rooney, 1998; Hwang et al., 2017; Othman & Shah, 2013). designed by the researchers and the instructor (see Appendix C).
From this perspective, it seems reasonable to engage EFL learners in In terms of research design, both the experimental and control
PBL, as such a learning approach can provide a naturalistic content- groups were taught by the same instructor, used the same materials
based context for the integration of vocabulary and grammar as well and participated in identical PBL contexts. The major difference was
as the four skills of language: reading, writing, listening and speaking. It the integration of VR technology. To be clear, the experimental group
can also be argued that EFL learning in PBL contexts requires active learned with the VR-assisted PBL approach by (1) viewing the PBL sce-
involvement of learners in the realistic problem-solving process, and nario through VR technology, in which a 3D avatar narrated the situa-
the learning outcomes can be more easily transferred to real-world tion, and (2) by creating problem-solving VR videos, in which the
settings, leading to increased learning motivation of students students role-played the solutions they came up with prior to writing
4 CHEN ET AL.

up their PBL analyses. In comparison, the control group learned with The PBL analysis was designed to evaluate the students' problem-
the conventional PBL approach without the use of VR; they were pro- solving performance. The students' analytical responses to the PBL
vided with the same PBL scenario in a printed format for them to com- scenario were written in English. Two trained raters applied a
pose a follow-up PBL analysis, but they were not required to make researcher-developed scoring rubric to evaluate the PBL quality on a
videos in between. It should be noted that the course was conducted 0-to-5 scale (low to high) against four criteria on the basis of the PBL
in the students' target language, and thus any learning materials and stages adopted in this study: problem identification, resource explora-
student artefacts involved in the intervention were presented in tion, solution generation and evaluation reflection (as shown in Appen-
English as well. dix C). The raters first graded independently and then compared their
An educational VR app, EduVenture, developed by the Centre for results, discussing discrepancies (if any) until a consensus was
Learning Sciences and Technologies at the Chinese University of Hong achieved. The inter-rater reliability was 0.95.
Kong (Jong & Luk, 2014), was adopted in this study for the students in The English-learning performance test was developed by the
the experimental group to view, design and share VR content through instructor to assess the students' academic achievement in the
spherical videos on mobile-rendered head-mounted displays (HMDs). enrolled course with a focus on specialized English vocabulary knowl-
Spherical videos are 360-degree videos made with a camera that can edge. The test comprised 20 multiple-choice questions with one cor-
capture and record a screen showing content from every direction. As rect answer. Each question was worth five points, and the students
a form of spherical video-based VR technology, this app allows the stu- had up to 20 minutes to complete the test. The reliability coefficients
dents to manipulate multiple modalities of information (such as still were 0.81 and 0.84 for the pretest and posttest.
images, panoramas, audios, videos and texts) in their creation of VR The English-learning motivation questionnaire was adapted from
content. Viewers can use Google Cardboard, a popular and low-cost Dörnyei and Taguchi (2009) based on the Second Language (L2)
HMD provided by the research team, to access the student-created Motivational Self-System theory (Dörnyei, 2005). It consisted of
VR content and experience a virtual tour in an interactive manner 39 items with a 5-point Likert scale, ranging from 1 as very unlikely
(as shown in Figure 1). A sample screenshot of student-generated VR to 5 as very likely. This questionnaire measured six motivational
video is presented in Figure 2. dimensions, namely ideal L2 self, ought-to L2 self, promotion-instru-
mentality, prevention-instrumentality, attitudes toward learning
English and English anxiety. Ideal L2 self refers to one's ideal vision
3.3 | Instruments of self-image as a proficient language learner. Ought-to L2 self refers
to the attributes that one intends to possess to meet expectations
A quasi-experimental study was conducted with a mixed method for and to avoid possible negative outcomes. Promotion-instrumentality
data collection and analysis to examine the effectiveness of the VR- focusses on one's practical wishes for the future, whereas
assisted PBL approach as the independent variable. The dependent var- prevention-instrumentality refers to one's concerns about meeting
iables of problem-solving performance, English vocabulary acquisition language-learning requirements. Attitudes toward learning English
and English learning motivation were measured using the following refer to one's degree of satisfaction with the language-learning expe-
quantitative instruments, supplemented with qualitative interview data. rience. English anxiety refers to one's feelings of uneasiness, ner-
vousness or fear while learning or using the target language. Overall,
the Cronbach's alpha coefficients for the motivational constructs/
scales ranged from 0.75 to 0.88, exceeding either the widely
accepted minimum of 0.70 or Nunally's (1978) higher standard of
0.80 (Lance et al., 2006).
Additionally, qualitative data were collected to complement the
quantitative analyses and enhance the triangulation of data sources.
Both groups of participants were interviewed individually con-
cerning their own learning experiences in the course under investi-
gation. The interviews were audio-recorded and later transcribed
for analysis. Given the purpose of this study, a set of interview
questions were developed on the basis of the three dependent vari-
ables (i.e., problem-solving performance, English vocabulary acquisi-
tion and English-learning motivation) to elicit the participating
students' perceptions. Sample questions posed to the experimental
group for the semi-structured interviews were: ‘How did you feel
about learning with the VR-assisted PBL approach?’ and ‘Did the
learning experience help to enhance your English vocabulary knowl-
F I G U R E 1 Picture showing the students viewing PBL scenarios
using Google cardboard [Colour figure can be viewed at edge in some way? If so, provide specific instances. If not,
wileyonlinelibrary.com] why not?’
CHEN ET AL. 5

F I G U R E 2 Screenshot of student-
made VR content created using
EduVenture [Colour figure can be viewed
at wileyonlinelibrary.com]

TABLE 1 Results of ANOVA for problem-solving performance

Group N Mean SD F p η2
Experimental group 42 58.32 11.89 3.68 0.06 0.04
Control group 42 52.75 8.35

4 | RESULTS AND DISCUSSION terms. This implies that exposing students to PBL contexts can by itself
be a pathway to develop students' problem-solving performance.
4.1 | Effect on problem-solving performance

In answering the first research question, an analysis of variance 4.2 | Effect on English vocabulary acquisition
(ANOVA) was performed to compare the effect of the PBL approach
with or without the integration of VR technology on the two groups' To address the second research question, an analysis of covariance
problem-solving performance. As shown in Table 1, although the (ANCOVA) was conducted to examine the effect of the proposed
experimental group, who learned with the VR-assisted PBL approach, approach on EFL students' vocabulary learning performance, using the
scored higher in their problem-solving analyses (M = 58.32, pre-test scores as the covariate and the post-test scores as the depen-
SD = 11.89) when compared to the control group, who learned with dent variable. The homogeneity of the regression coefficient was
the non-VR-assisted PBL approach (M = 52.75, SD = 8.35), no signifi- tested on the experimental and control groups' pre-test scores, and
cant difference was found between the two groups in their problem- the results were confirmed with F(1,83) = 3.35 (p > 0.05), indicating
solving performance with F(1,83) = 3.68 (p = 0.06). The quantitative that the use of ANCOVA to analyse the post-test scores of the two
analysis indicates that the PBL approach (regardless of VR integration) groups was appropriate.
can be helpful to students. The ANCOVA results of the two groups' English vocabulary acqui-
The qualitative results obtained via individual interviews of all the sition are shown in Table 2. The adjusted mean of the experimental
participants provided additional support for the statistical analysis. group (84.58) was higher than that of the control group (72.89). There
Both groups of students recognized the importance of PBL and per- was a significant difference between the two groups after excluding
ceived it positively. For example, one student mentioned, ‘In this the impacts of the pre-test scores with F(1,83) = 15.89 (p < 0.01). The
course, I learned a lot about PBL; I learned the process of how to solve quantitative analysis indicates that the experimental group, who
a problem in a systematic manner’ (Control Group, S2). Another stu- learned with the VR-assisted PBL approach, performed better in
dent replied, ‘PBL made me think actively about the essential problems English vocabulary acquisition than the control group, who learned
and find practical ways to solve them effectively’ (Experimental Group, with the PBL approach without the integration of VR technology.
S1). Generally speaking, the students from both the experimental and The interview data supplemented the positive results from the
control groups appreciated learning with the PBL approach, which quantitative analysis. The students in the experimental group
guided them to solve the identified problems step by step through highlighted the added value of VR technology to the PBL approach
exploring related resources and proposing possible solutions. and responded that they had become more active in learning special-
While the PBL intervention with or without VR technology resulted ized English vocabulary. As one student explained, ‘In making the VR
in no significant difference between the two groups' problem-solving video for my problem-solving analysis, I realized how little I knew
performance, the findings can be interpreted positively in educational about English for engineering purposes, so I spent more time searching
6 CHEN ET AL.

T A B L E 2 Results of ANCOVA for


Experimental group Control group
English vocabulary acquisition
Assessment Mean SD Adj. M Mean SD Adj. M F p η2
Pre-test 55.35 20.61 48.93 48.33 13.95 43.98 15.89** 0.00 0.16
Post-test 88.38 12.20 84.58 77.14 13.64 72.89

**p < 0.01.

T A B L E 3 Results of ANOVA for


Experimental group Control group
English learning motivation
Dimension Mean SD Mean SD F p η2
Ideal L2 self 4.51 0.97 4.11 0.87 3.88 0.05 0.05
Ought-to L2 self 4.39 0.87 4.14 0.83 1.67 0.20 0.02
Promotion-instrumentality 4.68 0.67 4.24 0.95 5.97* 0.02 0.06
Prevention-instrumentality 4.48 0.82 4.21 0.82 2.20 0.14 0.03
Attitudes toward English 4.44 0.85 3.98 0.99 5.20* 0.03 0.06
English anxiety 4.29 0.79 4.13 0.94 1.83 0.18 0.07

*p < 0.05.

for words that were new to me and learning to use them in context’ learning motivation. Table 3 summarizes the descriptive statistics along
(Experimental Group, S8). Many other students noted the benefits of with the ANOVA results of the two groups' motivation for learning
the VR-assisted PBL approach, such as ‘I used to learn words by mem- English as an additional language in this research context. The experi-
orization but often easily forgot them’ (Experimental Group, S3) and mental group demonstrated significantly higher English learning moti-
‘This way of learning helps me learn English vocabulary as we need to vation in terms of promotion-instrumentality (F = 5.97, p < 0.05) and
look for information on different factories or laboratories and figure attitudes toward English (F = 5.20, p < 0.05) as compared to the con-
out how to present the information in English’ (Experimental Group, trol group. Even though no significant differences were found between
S4). Simply put, the students who learned with the VR-assisted PBL the two groups in regards to ideal L2 self, ought-to L2 self, prevention-
approach were given contextual opportunities for English learning by instrumentality and English anxiety, the students in the experimental
searching for unfamiliar vocabulary to create the relevant content, group reported consistently higher means than those of the control
which contributed to expanding their English vocabulary knowledge group across all the motivational dimensions. The quantitative analysis
for engineering purposes. indicates that the experimental group, who learned with the VR-
The findings are consistent with previous research on multimedia assisted PBL approach, were more likely to have a higher degree of
learning, which posits that learning with multiple modalities of infor- English-learning motivation than that of the control group, who
mation can enhance the storage of information in long-term memory learned with the non-VR-assisted PBL approach. Particularly, they
(Merchant et al., 2014; D. H. Shin, 2017). As applied to the EFL set- were more likely to consider enhancing their English proficiency as
tings of this study, the findings confirm the potential of VR technology important for their future careers and to perceive their English learning
to realize an immersive and multimedia-rich learning environment for experiences positively.
language acquisition. Specifically, this study shows that the visualiza- The interview results concerning students' English-learning moti-
tion capacity of VR improved recognition and recall of English vocabu- vation were generally positive and consistent with the quantitative
lary, which is in line with the findings of previous studies stating that analysis of the survey data. In particular, virtually all of the students
engaging students in multiple modalities is more effective for learning in the experimental group described the VR-assisted PBL approach
than engaging in only one modality (Chang et al., 2020; Legault as ‘interesting,’ ‘motivating’ or ‘engaging.’ As one student illustrated,
et al., 2019). This study further shows that creating problem-solving ‘In this course, I not only experienced a new and interesting way to
VR videos can reinforce the mental representation of the target words learn English, but also applied it to solve real problems in workplace
and facilitate the deep processing of word usage in context, leading to situations’ (Experimental Group, S5). Most of them were satisfied
the acquisition of English vocabulary knowledge. with the learning experience, as one stated, ‘I enjoyed learning
English through authentic and hands-on activities, and I think it's the
learning by visualizing with VR technology and learning by making
4.3 | Effect on English learning motivation VR videos that made me learn better and even want to learn more’
(Experimental Group, S6). Some of them further commented that
In response to the third research question, ANOVA was computed to while the creation of VR in PBL contexts was time-consuming, the
examine the effect of the proposed approach on EFL students' English knowledge and skills involved in the learning process made them feel
CHEN ET AL. 7

more professionally competitive and confident in using English for Nevertheless, this study has several limitations to be taken into
their future jobs. In brief, the integration of VR technology in the PBL account when interpreting its findings, which should be considered for
approach engaged the students from the experimental group in further research. First, the student population for this study comprised
English learning and, more importantly, helped them probe into the only undergraduate EFL learners majoring in engineering. Future studies
significance of English in their future careers with positive attitudes. could include a wider range of participants to increase the diversity of the
The present study's findings are in accordance with those of previ- research sampling. Second, the small sample size could limit the generaliz-
ous studies that incorporated VR technology to establish a motivating ability of this study. Future studies with a larger number of participants
environment for language learning (Hsiao et al., 2016; Lan, 2015; Lan could extend the findings presented here and strengthen their validity.
et al., 2018) and for problem-solving (Lee & Kim, 2020; Radianti et al., Third, English vocabulary acquisition was assessed with multiplechoice
2020). This study shows that by immersing students in realistic PBL items that required only selection of one correct option. Future studies
contexts through VR technology, students can increase their motiva- might evaluate EFL learners' vocabulary development with production
tion for learning English in general and foster positive attitudes toward assessments, such as cloze tests or word meaning tests in writing form.
learning English for specific purposes (in this case, specialized English On a concluding note, this study provides a coherent line of argu-
vocabulary in engineering fields). This study further shows that stu- ment from educational practice in developing the PBL approach coupled
dents may find English learning in VR-assisted PBL contexts intrinsi- with the use of VR, which to date has been missing from the literature.
cally engaging and have an intrinsic desire to use the target language Particularly, the study findings can inform EFL educators and
for authentic purposes as they go through the systematic stages of researchers how to engage learners in applying their target language to
problem-solving. solve problems in authentic workplace situations through the immersion
affordance available in VR. Effective and engaging EFL learning may thus
take place, as the learners are immersed in PBL contexts which are
5 | C O N CL U S I O N S directly relevant and meaningful to their future careers.

The aim of this study was to examine the effects of integrating VR ACKNOWLEDGMENTS
technology into PBL contexts on problem-solving performance, English This work was supported by the Ministry of Science and Technology
vocabulary acquisition and English-learning motivation of undergradu- in Taiwan (grant numbers: MOST 108-2511-H-018-017-MY3; MOST
ate EFL learners majoring in engineering. By engaging the students in 107-2511-H-224-005-MY2; MOST 109-2511-H-992-003-MY2).
using VR to solve authentic problems in situated contexts that were
relevant to their occupational domains, this study revealed the signifi- ETHI CAL S TATEMENT
cant positive effect of the proposed VR-assisted PBL approach on the Access to the original data used in the present study in anonymized
engineering students' specialized English vocabulary knowledge. More- form is granted by an application to the study's first author. This study
over, the proposed approach also served to offer a motivating environ- involved only voluntary participation. We obtained informed consent
ment to help them understand the importance of English in their from all the participants, who were also informed that they could stop
future careers and sustain their interest in and positive attitudes participating at any time and that whether or not they participated in
toward learning English. the study would not affect their course grades. All the information col-
This study intends to contribute to the EFL field by incorporating lected from this study is kept confidential.
PBL with the affordance of VR so that EFL learners can learn problem-
solving in pertinent work contexts, acquire related vocabulary and P EE R R EV I E W
increase their learning motivation. EFL students with a STEM back- The peer review history for this article is available at https://publons.
ground often find it hard to visualize the textbook knowledge, and the com/publon/10.1111/jcal.12528.
role of English in their workplace contexts often seems disconnected.
This study proposes that leveraging the use of VR in PBL contexts DATA AVAI LAB ILITY S TATEMENT
reflects the complexity and authenticity inherent in the future careers We confirm that our article contains a Data Availability Statement
which students are expected to engage in upon graduation. As shown even if no data is available (list of sample statements) unless our article
in this study, VR provided the students with an immersive and practical type does not require one.
PBL experience in which they not only viewed but also created
problem-solving VR videos by role-playing the problem-solutions using ORCID
the target language of English. The VR-assisted PBL approach deep- Ching-Huei Chen https://orcid.org/0000-0001-9697-3752
ened EFL students' understanding of the specialized vocabulary in the
Hui-Chin Yeh https://orcid.org/0000-0001-9283-6291
career-related context they have not yet had frequent exposure
to. Moving from knowledge consumers to creators with VR also hel- RE FE R ENC E S
ped the EFL learners gain ownership of their learning and thus moti-
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vated them to learn the target language through analysing problems improve group work skill and self-directed learning in problem-based
and proposing solutions. learning narratives. Virtual Reality, 23(4), 461–471.
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10 CHEN ET AL.

APPENDIX B : GUIDED QUESTIONS FOR P BL AN ALYS IS

PBL stages Guided questions


1. Problem identification 1–1. What are the problems presented in the PBL scenario?
1–2. What can be the causes of the problems?
2. Resource exploration 2–1. What available resources can be used to solve the identified problems?
2–2. What external resources can be sought to assist with the problem-solving process, if necessary?
3. Solution generation 3–1. What are possible solutions to the identified problems?
3–2. What are alternative solutions, if any, to the identified problems?
4. Evaluative reflection 4–1. What are the pros and cons of the proposed solutions to the identified problems?
4–2. What is the effectiveness of the problem-solving proposal as a whole?

APPENDIX C : CR ITER IA F OR ASSESSI NG THE QUALI TY OF STUDENTS ' PB L ANALYSES

PBL stages and associated criteria Ratings


1. Problem identification
• Identify potential problems with consideration of contextual factors 0-1-2-3-4-5
• Define the identified problems clearly with recognition of underlying causes 0-1-2-3-4-5
2. Resource exploration
• Apply valid available resources for the identified problems 0-1-2-3-4-5
• Seek external resources and additional help as appropriate 0-1-2-3-4-5
3. Solution generation
• Generate as many solutions as possible to the identified problems 0-1-2-3-4-5
• Develop any alternative solutions to the identified problems 0-1-2-3-4-5
4. Evaluative reflection
• Evaluate the pros and cons of each problem-solution critically 0-1-2-3-4-5
• Reflect on the overall cost–benefit of the problem-solving proposal critically 0-1-2-3-4-5

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