VR Language Learning through Simulated Classrooms and AI Chatbots
University of Helsinki
Doctoral Programme in Language Studies
(HELSLANG)
Avishan Keshavarz
Supervised by:
Dr. Niina Hynninen
Professor Sanna-Kaisa Tanskanen
Dr. Kaisa Hahl

Overview
Inspiration
- Finnish NCC focus on promoting multilingualism andmulticulturalism in foreign language learning
- Ungspråk questionnaire
- Rapid technological advancements
- Global communication need
Aims
- Exploring multilingual identity and interculturalcompetence in secondary students in Finland
- Encouraging the use of VR tools in basic education inFinland
- Designing simulated ELF scenarios
Previous studies
Ungspråk project- Researching Multilingualism and Multilingual Identity in Lower Secondary Schools (Haukås et al., 2021), University of Bergen
- Explored the link between multilingual identity and intercultural competence in Norwegian secondary students
- Developed the Ungspråk questionnaire (Pre and post-test)
- Longitudinal, mixed-methods research
- Semi-structured interviews with teachers on multilingualism, multilingual identity and intercultural competence
Previous studies
Promoting Intercultural Competence in a Learning Activity Supported by Virtual Reality Technology (Shadiev et al., 2020)
- Explored how VR develops intercultural competence in language learning in higher education
- Designed a VR intercultural learning activity
- Mixed-methods research
- Questionnaires and interviews investigated students’ perceptions
Previous studies
VR-Technology in Teaching: Opportunities and Challenges (Graeske & Sjöberg, 2021), Luleå University of Technology
- Examined motivation and learner engagement in high school Swedish learning (reading and writing)
- Action-based research
- Teacher-researcher collaboration in planning
- Questionnaires on students’ reflections of using VR
- Semi-structured interviews on teachers’ reflections
Previous studies
VR environment as a diversifier of distance learning- Interaction of American and Finnish students of the Finnish language in an international classroom (Räsänen, E. & Lampela, J., 2023), University of Jyväskylä
- Explored pedagogical impact of VR in learning and teaching language and communication skills
- Action-based research (task-based language activities)
- Finnish upper secondary school students and undergraduate American Finnish learners
- Exposed learners to culturally immersive VR content (Wonda VR software tool)
Previous studies
Designing a VR Speech Simulation Game for Foreign Language Learning and Teaching (Partanen et al., 2024), Lapland University of Applied Science, Uppsala University, Stockholm University
- Examined developing Finnish and Swedish speaking and listening skills in higher education
- Design-based, multidisciplinary research
- Designed a VR immersive, 3D game using speech-to-text technology
- Collaboration of language teachers and a software engineering lab
Evolution of VR in education
Figure 1. Evolution of virtual reality in education.

VR potential
- Simulates real-life communication scenarios
- Offers multisensory fully immersive learning
- Enhances engagement and retention
- Provides personalized learning
- Supports distance learning







Research Questions
Data collection
Ungspråk questionnaire
• Adapted to the Finnish educational context
• Administered before the experiment
• Explores students’ insights on their multilingual identity and their cultural competence
• Participants: Year 8 students
VR Intervention
• Explores perceptions of students and teachers on simulated lessons
• Record, and analyzes chatbot interactions for student engagement
• Participants: Year 8 students and English teachers
Interviews and observations
• Semi-structured interviews with teachers and students
• Researcher observations during VR lessons
Pilot test
• A demo simulated lesson will be designed and tested
• Questionnaires will be tested for validity and reliability
Simulated lessons
- ClassVR headsets
- 3D simulated classrooms
- AI chatbots
- Develop 3D teacher-directed lessons
- Create exposure to varieties of English accents
- Use multimodal interactive materials
- End of lesson AI chatbot sessions
- Reinforce learning objectives
- Promote language use and engagement
- Promoting multilingual, multicultural awareness
- Encouraging use of VR technology in language learning
- 20-minute VR lessons
- 10-minute AI chatbot practice sessions
- 4 lessons covering targeted learning objectives
Limitations
Technical challenges
- Practicality of VR devices
- Participant withdrawal
Content Design
- Multimodal content design
- Limited available resources
Scalability
- Number of participants
- Duration of the interventio
Solution
Technical challenges
Selection of VR devices designed for education
Considering alternative computer/tablet usage
Content Design
Collaboration with teachers
Use of AI tools
Scalability
- Employing an experimental and control group
Providing a fundation for future longitudinal studies
Intrested researchers and teachers are Wellcome to help me in shaping the future of learning
Intrested researchers and teachers are Wellcome to help me in shaping the future of learning
References
Akdere, Mesut, Acheson-Clair, Kris & Jiang, Yeling. (2021). 10.1016/j.ijintrel.2021.03.009.
Fisher, L., Evans, M., Forbes, K., Gayton, A., & Liu, Y. (2020). 10.1080/14790718.2018.1524896.
Graeske, Caroline & Sjöberg, Sofia. (2021). 10.5539/ies.v14n8p76.
Haukås, Åsta & Storto, Andre & Tiurikova, Irina. (2021). 10.5278/ojs.globe.v12i.6500.
Opetushallitus. (2014). National core curriculum for basic education 2014
Partanen, R., Valijärvi, R-L., Rajaniemi, P., Grönstrand, H., and Jalonen, J. (2024). https://urn.fi/URN:NBN:fi-fe2024080764037.
Räsänen, E., & Lampela, J. (2023). Kieli, koulutus ja yhteiskunta, 14(4).
Shadiev, Rustam & Wang, Xueying & Huang, Yueh. (2020). 10.19173/irrodl.v21i3.4752.
Tiurikova, Irina & Haukås, Åsta & Storto, Andre. (2021). 10.46364/njltl.v9i2.945.