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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>November</journal-title>
      </journal-title-group>
      <issn pub-type="ppub">1613-0073</issn>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Enhancing Foreign Language Learning in Ukraine: Immersive Technologies as Catalysts for Cognitive Interest and Achievement</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Svitlana Palamar</string-name>
          <email>s.palamar@kubg.edu.ua</email>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff5">5</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Kateryna Brovko</string-name>
          <email>k.brovko@kubg.edu.ua</email>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff5">5</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Sergey Semerikov</string-name>
          <email>semerikov@acnsci.org</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
          <xref ref-type="aff" rid="aff4">4</xref>
          <xref ref-type="aff" rid="aff5">5</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Workshop</string-name>
          <xref ref-type="aff" rid="aff5">5</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Academy of Cognitive and Natural Sciences</institution>
          ,
          <addr-line>54 Gagarin Ave., Kryvyi Rih, 50086</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Borys Grinchenko Kyiv University</institution>
          ,
          <addr-line>18/2 Bulvarno-Kudriavska Str., Kyiv, 04053</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Institute for Digitalisation of Education of the NAES of Ukraine</institution>
          ,
          <addr-line>9 M. Berlynskoho Str., Kyiv, 04060</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>Kryvyi Rih National University</institution>
          ,
          <addr-line>11 Vitalii Matusevych Str., Kryvyi Rih, 50027</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
        <aff id="aff4">
          <label>4</label>
          <institution>Kryvyi Rih State Pedagogical University</institution>
          ,
          <addr-line>54 Gagarin Ave., Kryvyi Rih, 50086</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
        <aff id="aff5">
          <label>5</label>
          <institution>Labster</institution>
          ,
          <addr-line>Insta 3600 One, Google Expeditions, mozaBook, mozaWeb, Influent, FluentU, and 3D</addr-line>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2023</year>
      </pub-date>
      <volume>2</volume>
      <fpage>0</fpage>
      <lpage>21</lpage>
      <abstract>
        <p>Amidst disruptions in learning and massive displacement of students, the integration of immersive technologies, such as virtual reality (VR), augmented reality (AR), mixed reality (MR), and artificial intelligence (AI), offers promising solutions to enhance language education. The study found that various immersive technologies have been commonly employed in foreign language education, with semi-immersive experiences being the most prevalent. Combining VR with full immersion and AR with semi- immersion were the most frequently observed approaches. These technologies engage multiple senses, creating authentic and engaging learning experiences that foster students' motivation, curiosity, and self-regulation. The research was conducted at the Center for Innovative Technologies (ICR-class) within the Faculty of Pedagogical Education at Borys Grinchenko Kyiv University, focusing on students enrolled in the specialty 013 “Primary Education.” Innovative immersive technologies were integrated into the course “Modern English with a practicum,” presenting advantages and specifics for students. The paper explores a range of immersive technologies used in language learning, including Second Life, Google Translate, modeling. The study's findings reveal that immersive technologies contribute to the development of professional communication skills in foreign languages, promoting active engagement and understanding of the target language and culture. The study also highlights the preference for immersive technologies among students, with Second Life and Influent garnering significant interest. Future research directions include exploring teachers' roles as facilitators and designers of immersive learning environments, investigating the effects of VR as a fully immersive intervention form, and measuring behavioral outcomes related to inter- and transcultural learning and teaching. Overall, embracing immersive technologies in foreign language learning can address the challenges posed by crises, enhance students' cognitive interest, and improve language achievement in Ukraine. These technologies offer valuable tools to bridge educational gaps and cultivate a deeper understanding of global languages and cultures, empowering students to excel in language acquisition despite adverse circumstances. As the educational landscape continues to evolve, immersive technologies hold the potential to revolutionize foreign language learning and teaching, opening new horizons for education in Ukraine and beyond. Foreign language; immersive technologies; structural and functional model; educational potential.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>The trends of modern society towards the professional training of future specialists are due to the
spread of the COVID-19 pandemic in the context of the socio-economic situation in the world, the
implementation of the basic principles of the student-centered approach to the application of educational
programs for the professional training of future specialists, the rapid development of multimedia</p>
      <p>2023 Copyright for this paper by its authors.
CEUR</p>
      <p>
        ceur-ws.org
software, as well as the Russian invasion of Ukraine in 2022 [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. These events have posed
unprecedented challenges and opportunities for education in Ukraine and beyond [
        <xref ref-type="bibr" rid="ref2 ref3">2, 3</xref>
        ].
      </p>
      <p>
        The war has disrupted education for more than five million children in Ukraine, with an average of
22 schools a day coming under attack [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Schools were closed or disrupted due to COVID-19 for 31
weeks in Ukraine, or nearly 8 months [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], leading to an estimated learning loss of around 20 Programme
for International Student Assessment (PISA) points [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. The war has also caused massive displacement
and migration, with more than four million people fleeing the country, two million of them children.
An estimated two out of three Ukrainian refugee children are not currently enrolled in host country
education systems.
      </p>
      <p>
        In response to these crises, Ukraine has taken steps to protect and shore up education spending in
2021 by increasing transfers to local governments for teaching aids and equipment, providing further
support and social protection to teachers and academic staff through salary increases, and implementing
a new transfer to local governments for school safety and other COVID-19 related measures [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. The
country has also implemented measures to support remote teaching and learning, starting with
broadcasting video lessons via television and using online distance learning platforms. However, these
measures have faced various challenges, such as lack of personal interaction between teacher and
student, lack of digital literacy and competencies for learners and teachers, lack of access and quality
of internet connection and devices, and lack of alignment with curriculum standards and pedagogical
principles. In this context, immersive technologies such as virtual reality (VR), augmented reality (AR),
mixed reality (MR), and artificial intelligence (AI) can offer innovative solutions for enhancing foreign
language learning and teaching. Immersive technologies can provide authentic, engaging, and
multimodal learning experiences that foster students’ motivation, curiosity, and self-regulation. They
can also help overcome the digital divide and the infrastructural and contextual barriers that limit access
and quality of education [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. Furthermore, they can facilitate intercultural learning and communication
by exposing students to diverse cultures and perspectives [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
      </p>
      <p>However, despite the potential benefits of immersive technologies for foreign language learning and
teaching, there is a lack of empirical research on how they can be effectively used in different
educational contexts, especially in times of crisis. Therefore, this paper aims to address the following
research question: How can immersive technologies be used to enhance students’ cognitive interest and
achievement in foreign language learning in Ukraine during and after the COVID-19 pandemic and the
Russian invasion of Ukraine?</p>
    </sec>
    <sec id="sec-2">
      <title>2. Literature review</title>
      <p>
        Immersive technologies are defined as technologies that create or enhance a feeling of immersion
in a virtual or augmented environment. Immersion can be understood as the subjective impression
that one is participating in a comprehensive, realistic experience [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. Immersive technologies include
virtual reality, augmented reality, mixed reality, and artificial intelligence, among others. These
technologies have been increasingly used for educational purposes, especially for foreign language
learning and teaching. This section reviews the existing literature on the use of immersive
technologies for foreign language learning and teaching, focusing on the following aspects: (1) the
benefits of immersive technologies for foreign language learning and teaching, (2) the challenges of
immersive technologies for foreign language learning and teaching, and (3) the types of immersive
technologies for foreign language learning and teaching.
      </p>
    </sec>
    <sec id="sec-3">
      <title>2.1. Benefits of immersive technologies for foreign language learning and teaching</title>
      <p>
        Immersive technologies offer various benefits for foreign language learning and teaching at
cognitive, affective, and conative levels. According to Hein et al [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], who conducted a systematic
review of 54 studies on foreign language learning with immersive technologies from 2001 to 2020,
immersive technologies can provide authentic, engaging, and multimodal learning experiences that
foster students’ motivation, curiosity, and self-regulation. They can also facilitate intercultural learning
and communication by exposing students to diverse cultures and perspectives. Moreover, they can
enhance collaboration and interaction among learners and teachers by creating shared virtual spaces
and enabling synchronous and asynchronous communication.
      </p>
      <p>
        Several empirical studies have supported these claims by demonstrating positive effects of
immersive technologies on various aspects of foreign language learning and teaching. For example,
Huang et al [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] found that VR-based English learning improved students’ vocabulary acquisition,
listening comprehension, speaking fluency, and self-confidence compared to traditional classroom
instruction. Amelina et al. [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] reported that AR-based language learning increased students’
engagement, enjoyment, autonomy, and cultural awareness compared to textbook-based instruction.
Ribeiro [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] showed that AI-based English learning enhanced students’ grammar skills, pronunciation
accuracy, feedback quality, and learner satisfaction compared to web-based instruction.
      </p>
    </sec>
    <sec id="sec-4">
      <title>2.2. Challenges of immersive technologies for foreign language learning and teaching</title>
      <p>
        Despite the potential benefits of immersive technologies for foreign language learning and teaching
[
        <xref ref-type="bibr" rid="ref14">14</xref>
        ], there are also various challenges that need to be addressed in order to ensure their quality and
effectiveness: (1) technical issues, such as hardware requirements, software compatibility, network
connectivity, data security, etc., (2) pedagogical issues, such as curriculum alignment, instructional
design, learning objectives, assessment methods, etc., (3) ethical issues, such as data privacy, informed
consent, user safety, etc., and (4) social issues, such as digital divide, cultural sensitivity, user diversity,
etc.
      </p>
    </sec>
    <sec id="sec-5">
      <title>2.3. Types of immersive technologies for foreign language learning and teaching</title>
      <p>
        Immersive technologies can be classified into different types based on the degree of immersion and
the technology used. Laurillard [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] distinguished between three degrees of immersion: (1)
nonimmersive, which refers to the learning in a different environment, such as a classroom or a library, and
technologies that do not create a sense of immersion, such as websites, podcasts, etc., (2)
semiimmersive, which refers to technologies that create a partial sense of immersion, such as video games,
simulations, etc., where learner may feel like they are part of the learning experience, but they are still
aware that they are in a different environment, and (3) fully immersive, when the learner feels like they
are completely transported into the learning experience. This type of immersion refers to technologies
that create a complete sense of immersion, such as VR headsets, haptic devices, etc.
      </p>
      <p>
        It is important to acknowledge the differentiation made among four distinct types of technology.
Firstly, VR stands out as it creates a completely immersive virtual environment, replacing the user’s
real surroundings. This is made possible through the utilization of VR headsets, VR glasses, and similar
devices. Secondly, AR deserves attention as it overlays virtual elements onto the real environment,
enhancing the user’s perception. AR glasses, AR apps, and similar tools enable this experience.
Additionally, MR technology is worth mentioning, as it combines virtual and real elements within a
hybrid environment. MR headsets, MR apps, and related advancements facilitate this merging of
realities. Lastly, AI plays a crucial role by utilizing intelligent algorithms to provide services and
interactions. Chatbots, voice assistants, and similar AI-powered tools exemplify this facet [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ].
      </p>
      <p>
        The systematic review [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] shed light on the prevalence of different immersive technologies in
foreign language learning and teaching. VR emerged as the most commonly utilized technology,
followed by AR, AI, and MR. Among the degrees of immersion, semi-immersive experiences were the
most prevalent, followed by fully immersive and non-immersive ones. The combination of VR with
full immersion was found to be the most commonly observed, followed by AR with semi-immersion,
AI with semi-immersion, and MR with semi-immersion. These findings provide valuable insights into
the types and levels of immersion employed in language education with immersive technologies.
      </p>
    </sec>
    <sec id="sec-6">
      <title>3. Research methodology and findings</title>
      <p>Immersive technologies, characterized by their capacity to engage multiple senses, were central to
our investigation. We defined “immersion” as the extended exposure of students to a foreign language
environment, with minimal reliance on their native language or through bilingual education. The
immersion approach employed modern information and communication technologies, incorporating
video, audio, and text information to develop relevant professional competencies among future social
pedagogues.</p>
      <p>VR was an essential component of our research. It was defined as a combination of hardware and
software systems that aim to create an immersive sensory illusion of being in an alternate environment,
offering diverse topography, movement, and physics to simulate a realistic experience beyond the actual
world.</p>
      <p>Throughout our study, we identified several general approaches to integrating immersive
technologies into higher education institutions’ educational processes:
• Activity approach: Organizing educational activities with the aid of VR to activate
students’ cognitive engagement and self-development.
• Person-oriented approach: Recognizing individual uniqueness and fostering personal
growth, motivation, and suitable learning conditions through VR applications.
• Cognitive approach: Identifying causes and solutions for educational challenges that
contribute to students’ mental development with VR technology.
• Differentiated approach: Providing diverse opportunities for gifted students and those
with functional limitations to access quality education through VR-based learning.
• Systematic approach: Purposeful participation of all stakeholders in the educational
process, taking into account the connections between goals, tasks, content, and
methods of learning with VR integration</p>
      <p>Immersive technologies demonstrated a remarkable impact on foreign language learning among
students, facilitating enhanced expression, interactive engagement with study material, and activation
of visual, auditory, and tactile channels. The immersive nature of these technologies surpassed other
interactive approaches, encouraging a higher level of language skill development and bolstering
students’ ability to communicate effectively in foreign language scenarios.</p>
      <p>In the context of the study, the levels of language skill development and bolstering students’ ability
to communicate effectively in foreign language scenarios are determined: high, medium, low.</p>
      <p>A high level indicates the presence of positive motives for mastering and deepening knowledge of
a foreign language); awareness of the value and significance of mastering a foreign language speech
competence for future professional activity; availability of deep, stronger, generalized, systematic
knowledge; mastering the skills of flexible and critical thinking; ability to build grammatically and
lexically correct sentences understandable to the interlocutor; ability and willingness to support
communicative topics that cover different aspects of human life based on an innovative approach).</p>
      <p>The intermediate level indicates situational interest and partial presence of positive motives for
mastering and deepening knowledge of a foreign language; lack of clear idea and desire to master
foreign language speech communicative competence; unstable and incomplete knowledge; weak skills
and abilities of flexible and critical thinking, the ability to build grammatically and lexically correct
sentences understandable to the interlocutor; fragmentary readiness to support communicative topics
that cover various aspects of human life.</p>
      <p>A low level indicates a low rate of positive motives for mastering foreign language speech
competence; non-systemic knowledge; lack of skills of flexible and critical thinking and the ability to
build grammatically and lexically correct sentences understandable to the interlocutor; lack of ability
to construct grammatically and lexically correct sentences understandable to the interlocutor. To
establish the validity of the results of the study, we used the method of statistical evaluation of
hypotheses, Pearson's criterion χ 2, which allows us to compare two empirical distributions and decide
whether the difference between them is random or not. Such distributions in our study are the
distributions of the control and experimental groups according to the levels of the positive influence of
immersive technologies in foreign language learning.</p>
      <p>According to the algorithm of application of the criterion χ 2, the zero and alternative hypotheses
were formulated:  0 - states the existence of a sufficient level of language skill development and
bolstering students’ ability to communicate effectively in foreign language scenarios.  1 - claims the
lack of a sufficient level of language skill development and bolstering students’ ability to communicate
effectively in foreign language scenarios. Therefore, at the level of significance α = 0,05 and three
degrees of freedom, the critical value is 7.82. Our findings highlighted the positive influence of
immersive technologies in foreign language learning:
1. Improved language skills in professional activities.</p>
      <p>2. Increased motivation and engagement among students, especially during collaborative work
and interactions with native speakers.</p>
      <p>3. Reduction of anxiety and discomfort during foreign language conversations.
4. Enhanced experiential learning, allowing students to interact with objects, situations, and
scenarios in a three-dimensional space.</p>
      <p>5. Acclimation to psychological challenges and application of language skills to fulfill assigned
tasks.</p>
      <p>6. Simulation of professional challenges, activating creative thinking for effective
problemsolving.</p>
      <p>7. Increased effectiveness in training, directing behavior, overcoming barriers, and resolving
real-life situations</p>
      <p>Educational activities conducted in virtual reality promoted spontaneity among students and
encouraged full immersion in the virtual environment, leading to heightened interest in tasks and
stronger motivation to excel in the course. Game modeling facilitated reflection and comprehensive
analysis, allowing for a deeper understanding of results. Furthermore, students’ communication skills
were significantly improved as they engaged with virtual partners, sharing similar emotions and
experiences that occur in natural language interactions. Our research was conducted at the Center for
Innovative Technologies (ICR-class) within the Faculty of Pedagogical Education at Borys Grinchenko
Kyiv University. We focused on students enrolled in the 3rd-4th years of the specialty 013 “Primary
Education,” totaling 64 participants. The table summarizing the essence, advantages, and specifics of
implementing immersive technologies in foreign language learning during practical tasks of the course
“Modern English with a practicum” is provided below (table 1).</p>
      <p>Table 1 offers a comprehensive overview of the specifics of implementing immersive technologies
in foreign language learning, particularly during practical tasks in the course “Modern English with a
practicum.” Each technology’s purpose, advantages in application, and implementation specifics are
highlighted, giving valuable insights into their potential impact on language education.</p>
      <p>• Second Life: This applications aims to enhance role-playing interviews with native
speakers, facilitating the development of professional communication skills in a foreign
language [17]. Its implementation involves utilizing a game-like approach, allowing students to
analyze and solve situations within the communication process.</p>
      <p>• Google Translate: The application of Google Translate expands possibilities for real-time
translation, fostering faster automatic simultaneous translation of English texts, words, and
expressions [18]. It enhances listening and oral monologue skills through voice input, acting as
an extended dictionary to provide contextual translation variations.</p>
      <p>• Labster: This application simulates case methods of professional guidance, providing
students with visually detailed and motivating experiences to foster creativity and playful
learning [19]. It visualizes communicative processes and employs language as a tool for
developing relevant professional competencies.</p>
      <p>• Insta 3600 One and Google Expeditions: These applications create the illusion of
attending events held by foreign speakers in real-time, allowing students to actively participate
in virtual reality [20]. This expands knowledge in the chosen profession by providing access to
foreign events without the need for physical travel, making it particularly relevant in times of
quarantine and distance learning.</p>
      <p>• mozaBook and mozaWeb: These applications offer visualization of 3D models of professional
situations, enabling participants to focus solely on educational material without distractions [21].
They allow for the exploration of leading foreign events and contribute to expanding knowledge in
the chosen profession.</p>
      <p>• Influent: This three-dimensional visualization of scenes related to everyday life helps
develop professional communication skills and expands vocabulary by memorizing foreign
words that occur in daily situations [22].
• FluentU ’s versatile interface enables language learning through real videos with
interactive subtitles, offering an engaging and comprehensive experience. It enhances listening
skills by incorporating authentic content, including commercials, movie trailers, and music
videos, and provides practice exercises to test attention [23].</p>
      <p>Table 1 showcases the diverse array of immersive technologies available for language learning and
their unique contributions to foreign language education. From improving communication skills to
expanding vocabulary and providing virtual experiences, these technologies offer innovative and
effective approaches to language learning in the modern educational landscape. By integrating
immersive technologies into language courses like “Modern English with a practicum,” educators can
create engaging and enriching learning experiences for students.</p>
      <p>3D modeling for language learning is a novel approach that combines gamification and 3D design
to enhance foreign language education. 3D modeling for language learning can create a multi-sensory
learning experience that increases the long-term retention of linguistic skills. Students can make strong
links between the physical item and the accompanying vocabulary or grammar when they actively
involve in the creation of 3D models connected to language topics. For example, students can form
teams and embark on a journey to learn slang words from different languages by creating and printing
3D models of objects that represent those words. Within the Center for Innovative Technologies (ICR
class) at the Faculty of Pedagogical Education, Borys Grinchenko Kyiv University, practical classes
were conducted using 3D modeling (Second Life) to develop students’ professional communication
skills in a foreign language (figure 1). Through synchronous role-playing interviews using avatars,
students communicated and interacted with each other in a three-dimensional graphic environment,
utilizing facial expressions and verbal communication through built-in microphones. The positive
outcomes of this approach indicate that the virtual environment positively influenced students’
theoretical and practical knowledge of the foreign language.</p>
      <p>Similarly, the application of immersive technologies through the Labster virtual reality laboratory
during the seminar class on the course “Modern English with a practicum” resulted in an engaging and
interactive game simulation called “Dialogue of Ages.” The game allowed students to analyze
pedagogical ideas and concepts of various historical figures and linguists, fostering creativity and a
deeper understanding of the subject matter. This approach integrated language learning with the
exploration of various academic contributions and virtual 3D images. One example of using immersive
technology for language learning is Google Translate, a free online service that can translate text,
speech, images, and web pages between different languages. Google Translate can be used as part of
the “Hot Seat” game among students, where students are divided into two teams, and each team is
assigned its color (the color was chosen randomly by drawing lots). The practical session was held
within the framework of the topic “Modern methods of children’s upbringing.” Thus, before the
beginning of the lesson, the teacher places colored sticks of two teams in the same number with
inscriptions of English phrases or sayings from the chosen topic in the audience. Students must find all
the sticks, translate them into Ukrainian using Google Translate, and make sentences with them in each
tense that would relate to the problems of the practical lesson (20 minutes are allotted for the game).
The team that will do it as well as possible from the point of view of the grammatical structure of the
construction of English sentences, as well as from the semantic and functional point of view, is the
winner. During the game, students are allowed to use Google Translate for simultaneous automatic
translation. Thus, students turned on the cameras of their smartphones and received an automatic
translation: the same font, color, and size.</p>
      <p>Another example of using immersive technology for language learning is Pictionary Air, a 3D game
that combines drawing and guessing with augmented reality [24]. Pictionary Air has players sketching
words in the air with a special pen that connects to a smartphone or tablet app. The app then displays
the sketch on the screen for others to guess. Pictionary Air can be used to practice vocabulary and
spelling in a fun and interactive way. For example, students can form teams and embark on a journey
to learn slang words from different languages by creating and printing 3D models of objects that
represent those words. Platte et al. [25] suggests using ARTranslate, a software that recognizes up to
1000 objects in the user’s environment using deep learning methods based on convolutional neural
networks, and names these objects accordingly in different languages. With ARTranslate, users can
point their smartphone camera at any object and see its name in their target language on their screen.
ARTranslate can help users to learn new words and phrases in context and improve their pronunciation
and comprehension skills. The student survey conducted in our research provided valuable insights into
the preferences for immersive learning technologies (figure 2). Among the technologies considered,
Second Life emerged as the top choice, with 37% of the respondents expressing a preference for it. The
appeal of Second Life lies in its immersive mode, offering users the opportunity to create and interact
with three-dimensional virtual environments, objects, and scenes, resulting in a highly engaging and
interactive learning experience.</p>
      <p>What sets Second Life apart is its ability to offer a level of immersion that surpasses traditional 2D
environments. This heightened sense of immersion contributes to a more realistic and captivating
learning journey. Additionally, Second Life’s detailed digital representation of real objects and scenes
within the virtual world adds depth to the learning experience, making it more authentic and relevant
for language learners. Similarly, the Influent video game garnered significant interest, with 35% of
respondents expressing a preference for it. This video game enhances vocabulary and listening skills
through interactive three-dimensional scenes that mirror everyday life situations. By engaging with this
dynamic and interactive content, students can effectively strengthen their language skills in a context
that closely resembles real-life scenarios.</p>
      <p>Therefore, in the experimental group at the beginning of the experiment, the level of development
of language skills and strengthening of students' ability to communicate effectively in the
experimental group was at a high level of 41.6% (40.4% in the control group); at an average level of
35.4% among respondents of the experimental and control groups; at a low level, 22.7% in the
experimental group, 24.6% in the control group (figure 3).</p>
      <p>However, after the introduction of immersive technologies in the study of foreign languages, in
particular, during the performance of practical tasks from the course "Modern English with a
workshop", the overall level of language skills development and str engthening of students' ability
to communicate effectively in the experimental group at a high level increased by 11.1% (6 .0%
in the control group); on average, by 7.5% in the experimental group and by 3.9% in the control
group of respondents; at a low level decreased by 18.1% in the experimental group and by 10.5%
in the control group (figure 4).</p>
    </sec>
    <sec id="sec-7">
      <title>4. Conclusion</title>
      <p>The theoretical-practical substantiation of the educational potential of using immersive technologies
in foreign language teaching of students in the example of the course “Modern English with a
practicum” proved the effectiveness of the use of the aforementioned technological component. The
study found that the use of immersive technologies in students’ foreign language education contributes
to the development of professional communication skills of future specialists in a foreign language.
This is because immersive technologies promote maximum involvement in the communication process
in the form of a game, analysis, and solution of the situation. Additionally, immersive technologies can
be used to visualize the details of any professionally-oriented situation, which can help students to
develop a better understanding of the target language and culture.</p>
      <p>The main advantages of the implementation of immersive technologies in foreign language learning
for students are visualization, concentration, direct involvement, and effectiveness. Visualization is the
ability of immersive technologies to create a realistic and engaging learning experience that can help
students to better understand the target language and culture. Concentration is the ability of immersive
technologies to promote maximum involvement in the communication process, which can help students
to develop their speaking and listening skills. Direct involvement is the ability of immersive
technologies to allow students to interact with the target language and culture in a real-world context,
which can help students to develop their fluency and accuracy. Effectiveness is the ability of immersive
technologies to provide a more efficient and effective way to learn a foreign language.</p>
      <p>Visualization of communicative processes is defined as a promising direction for the use of
immersive technologies in foreign language learning for students. This is because visualization can help
students to better understand the target language and culture, and it can also help students to develop
their communication skills.</p>
      <p>The obtained results testify to the positive dynamics of the changes that took place in the
experimental group during the formative stage of the experiment due to the use of immersive
technologies during the practical training of the course “Modern English with a practicum”.</p>
      <p>Estimated data were obtained, where the percentage of respondents with a high and medium level
of development language skills and strengthening of students' ability to communicate effectively
increased, and the low percentage decreased. In this way, according to the formula χ2 = 0.508 do not
exceed the critical value of 7.82, and therefore, according to the decision rules, the obtained values
disprove the hypothesis  0 and provide grounds for accepting the  1 hypothesis, which indicates a
sufficient level of development language skills and strengthening of students' ability to communicate
effectively using immersive technologies during practical foreign language classes.</p>
      <p>The obtained results of the study also testify to the positive development of students to-wards the
use of immersive technologies during practical foreign language classes. This is evidenced by the
obtained statistics, where the vast majority of respondents, namely 37% prefer to use the 3D simulation
Second Life, and the other 35% to the video game Influent.</p>
      <p>Immersive technologies offer a promising avenue to enhance students’ cognitive interest and
achievement in foreign language learning in Ukraine. These technologies can address the challenges
posed by the pandemic and the conflict, while providing engaging and effective language learning
experiences. Here are some ways immersive technologies can be utilized:</p>
      <p>1. Students can interact with teachers and peers in realistic language learning environments
through virtual language classrooms, which create a sense of belonging and community among
students and foster their cognitive interest and motivation.</p>
      <p>2. Virtual language tours enable students to visit foreign countries, cities, and cultural sites,
giving them authentic language input and real-world contexts – this not only improves their
language abilities but also expands their cultural knowledge and global outlook.</p>
      <p>3. Students can have fun and rewarding learning experiences through gamified language
learning – language learning apps and games that use AR or VR elements can make the learning
process more interactive and engaging.</p>
      <p>4. Language simulations immerse students in situations where they have to use the target
language to achieve goals and solve problems – such as real-life conversations, negotiations, or
business interactions, providing them with opportunities to apply their language skills in
practical settings.</p>
      <p>5. Ukrainian students can practice their language skills in authentic communication settings
by connecting with native speakers of the foreign language they are learning through virtual
language exchange programs, which also promote cognitive engagement and cultural exchange.</p>
      <p>6. Students can participate in interactive language storytelling experiences through language
learning through virtual storytelling, where they become part of the story and make
languagerelated choices that affect the story’s outcome – this approach stimulates critical thinking and
cognitive involvement.</p>
      <p>7. Online language competitions using immersive technologies can inspire students to excel
in their language learning journey – these competitions can involve language-related challenges,
quizzes, and creative tasks, encouraging healthy competition and cognitive stimulation.</p>
      <p>8. Students can access interactive and dynamic language lessons through language learning
apps with AR and VR features, which offer pronunciation practice, language games, and
immersive cultural experiences, enhancing their cognitive interest and achievement.</p>
      <p>During and after challenging times like the pandemic and the war, the integration of immersive
technologies into foreign language learning can serve as a powerful tool to keep students engaged,
motivated, and connected with the broader world. It allows them to continue their language learning
journey despite physical restrictions and provides them with enriching and diverse language
experiences. As the educational landscape continues to evolve, embracing immersive technologies in
foreign language learning can unlock new opportunities for students in Ukraine to excel in language
acquisition and foster a greater understanding of global languages and cultures.</p>
    </sec>
    <sec id="sec-8">
      <title>5. Future work</title>
      <p>The research findings suggest that immersive technologies have the potential to be a valuable tool
for foreign language learning. Future research should investigate the effectiveness of immersive
tehnologies in a wider range of contexts and with different types of learners. We suggest four main
areas for further investigation:
(i) Teachers as a target group. Most of the studies focused on students as learners and users
of immersive technologies, while neglecting teachers as facilitators and designers of
immersive learning environments. Future research should investigate the role of teachers
in the design, implementation, and evaluation of immersive learning environments for
foreign language learning and teaching.
(ii) VR as a fully immersive intervention form. Most of the studies used VR as a
semiimmersive intervention form or did not specify the degree of immersion. Future research
should explore the effects of VR as a fully immersive intervention form on foreign
language learning and teaching outcomes and processes.
(iii) Behavior and implicit measurements related to inter- and trans-cultural learning and
teaching. Most of the studies measured cognitive outcomes such as vocabulary
acquisition or grammar skills or affective outcomes such as motivation or attitude. Future
research should measure behavioral outcomes such as intercultural communication skills
or implicit outcomes such as cultural identity or empathy.
(iv) Inter- and transcultural learning and teaching as an investigation subject. Most of the
studies investigated general aspects of foreign language learning and teaching such as
vocabulary acquisition or speaking fluency. Future research should investigate specific
aspects of inter- and transcultural learning and teaching such as intercultural competence
or transcultural awareness.</p>
      <p>In addition to these four areas, future research should also address the following methodological
challenges:
• The difficulty of controlling for extraneous variables in VR studies.
• The challenge of measuring the long-term effects of VR-based interventions.</p>
      <p>Despite these challenges, we believe that immersive technologies have the potential to be a powerful
tool for foreign language learning and teaching. Future research should be conducted to fully explore
the potential benefits of these technologies.</p>
      <p>We also suggest that future research should examine the long-term effects of VR-based English
learning on students’ vocabulary retention and transfer. This would require a longitudinal study that
tracks students’ progress over a period of several months or years. Such a study would be valuable in
deter-mining whether the benefits of VR-based English learning are sustained over time.</p>
      <p>We believe that the research on immersive technologies for foreign language learning and teaching
is still in its early stages. However, the potential benefits of these technologies are significant. We hope
that future research will continue to explore the potential of immersive technologies to improve foreign
language learning and teaching.</p>
    </sec>
    <sec id="sec-9">
      <title>6. References</title>
    </sec>
    <sec id="sec-10">
      <title>7. Appendix</title>
      <p>Table A1</p>
      <sec id="sec-10-1">
        <title>Immersive technologies 1</title>
        <sec id="sec-10-1-1">
          <title>Second Life</title>
        </sec>
        <sec id="sec-10-1-2">
          <title>Google Translate</title>
          <p>[17] Wehner A K, Gump A W and Downey S 2011 The effects of Second Life on the motivation of
undergraduate students learning a foreign language Computer Assisted Language Learning 24(3)
277–289 URL https://doi.org/10.1080/09588221.2010.551757
[18] Mirzaeian V R and Oskoui K 2023 Google Translate in Foreign Language Learning: A Systematic
Review Applied Research on English Language 12(2) 45–78 URL
https://doi.org/10.22108/ARE.2023.134264.1949
[19] Stauffer S 2019 Mit virtuellen Experimenten zum Lernerfolg BIOspektrum 25 104–104 URL
https://doi.org/10.1007/s12268-019-1012-3
[20] Ebadi S and Ebadijalal M 2022 The effect of Google Expeditions virtual reality on EFL learners’
willingness to communicate and oral proficiency Computer Assisted Language Learning 35(8)
1975-2000 URL https://doi.org/10.1080/09588221.2020.1854311
[21] Abdul-Rahman Al-Malah D K, Ibrahim Hamed S and Alrikabi H T 2020 The Interactive Role
Using the Mozabook Digital Education Application and its Effect on Enhancing the Performance
of eLearning International Journal of Emerging Technologies in Learning (iJET) 15(20) 21–41
URL https://doi.org/10.3991/ijet.v15i20.17101
[22] Howland R and Three Flip Studios 2023 Influent | A Language Learning Video Game! URL
https://playinfluent.com/
[23] Enux Education Limited 2023 Language Immersion Online | Learn a Language with Videos |</p>
          <p>FluentU URL https://www.fluentu.com/
[24] Mattel 2023 Pictionary Air URL https://play.google.com/store/apps/details?id=com.mattel.</p>
          <p>pictionaryair
[25] Platte B, Platte A, Roschke C, Thomanek R, Rolletschke T, Zimmer F and Ritter M 2020
Immersive Language Exploration with Object Recognition and Augmented Reality Proceedings
of the Twelfth Language Resources and Evaluation Conference (Marseille, France: European
Language Resources Association) pp 356–362 URL https://aclanthology.org/2020.lrec-1.44</p>
        </sec>
        <sec id="sec-10-1-3">
          <title>The specifics of the implementation of immersive technologies in the foreign language teaching of students during the implementation of practical tasks of the course “Modern English with a practicum”.</title>
        </sec>
      </sec>
      <sec id="sec-10-2">
        <title>Purpose of immersive technologies 2</title>
        <sec id="sec-10-2-1">
          <title>Expanding the</title>
          <p>potential of imitation
using synchronous
roleplaying interviews
of future specialists with
native speakers.</p>
        </sec>
        <sec id="sec-10-2-2">
          <title>Expanding the</title>
          <p>possibilities of
translating English
texts, words, and
expressions in
realtime.</p>
        </sec>
      </sec>
      <sec id="sec-10-3">
        <title>Advantages</title>
        <p>in application</p>
      </sec>
      <sec id="sec-10-4">
        <title>Specifics of implementation 3 4</title>
        <sec id="sec-10-4-1">
          <title>Development of Promotes maximum</title>
          <p>professional involvement in the
communication skills of communication process in the
future specialists in a form of a game, analysis, and
foreign language. solution of the situation.
Acceleration of the Improving listening skills
process of automatic as well as oral monologue
simultaneous skills through voice in- put.
translation of English The translator acts as an
texts, words, and extended dictionary, showing
expressions with the all possible variants of the
possibility of online translation of the word and
listening and voice the peculiarities of its use
input. depending on the context.</p>
        </sec>
        <sec id="sec-10-4-2">
          <title>Labster</title>
          <p>1</p>
        </sec>
        <sec id="sec-10-4-3">
          <title>Google Expeditions mozaBook and mozaWeb</title>
        </sec>
        <sec id="sec-10-4-4">
          <title>Influent FluentU</title>
          <p>2</p>
        </sec>
        <sec id="sec-10-4-5">
          <title>Simulations of</title>
          <p>solving case methods of
professional guidance
without negative
consequences.</p>
        </sec>
        <sec id="sec-10-4-6">
          <title>Enables the illusion of presence at events held by foreign speakers in realtime.</title>
          <p>Attending lectures, and
seminars, participating
in social events and
projects of leading
foreign scientists in
real-time at hundreds
of kilometers.</p>
        </sec>
        <sec id="sec-10-4-7">
          <title>Visualization of the 3D</title>
          <p>model of the plots of
professional situations
in a threedimensional
form and description of
the event in English.</p>
        </sec>
        <sec id="sec-10-4-8">
          <title>Three-dimensional</title>
          <p>visualization of scenes
related to everyday life
and a description of
each clicked object in</p>
        </sec>
        <sec id="sec-10-4-9">
          <title>English.</title>
          <p>The versatility of the
interface allows you to
learn the language in the
form of real videos,
which are combined
with interactive
subtitles, which together
create an exciting and
comprehensive
experience.</p>
          <p>3
Visualized detailing
of any professionally
oriented situation; a
motivating factor for
the development of
students’ creativity and
the implementation of
learning in a playful
way.</p>
        </sec>
        <sec id="sec-10-4-10">
          <title>Each subject of the</title>
          <p>educational process is
an equal participant in
the events presented in
virtual reality.</p>
          <p>Does not distract the
participant’s attention
to secondary external
stimuli, which allows
them to focus directly
on the educational
material and its
visualization and audio,
text, or graphic
interpretation.</p>
        </sec>
        <sec id="sec-10-4-11">
          <title>Development of</title>
          <p>professional
communication skills of
future specialists in a
foreign language.</p>
        </sec>
        <sec id="sec-10-4-12">
          <title>Clickability of all objects</title>
          <p>in the game. The game
contains more than 420
nouns, adjectives, and
verbs.</p>
        </sec>
        <sec id="sec-10-4-13">
          <title>Morphological analysis</title>
          <p>of
the structure of foreign
words. Authentic
content.</p>
          <p>4
Makes it possible to visualize
communicative processes as
much as possible; in this case,
the language is not only an
educational spatial
formation, but also a visual
product, a didactic concept,
and a tool for the formation of
relevant professional
competencies.</p>
          <p>Expanding the scope of
knowledge in the chosen
profession by visiting leading
foreign events without
physical travel, which is
especially relevant in
conditions of quarantine and
distance learning.</p>
          <p>Expanding the scope of
knowledge in the chosen
profession by visiting leading
foreign events without
physical travel, which is
especially relevant in
conditions of quarantine and
distance learning.</p>
        </sec>
        <sec id="sec-10-4-14">
          <title>Expanding the vocabulary</title>
          <p>of foreign words, training
memory, and developing
listening skills by memorizing
words that occur in everyday
life.</p>
        </sec>
        <sec id="sec-10-4-15">
          <title>Ability to improve listening</title>
          <p>skills by listening to English
language commercials, movie
trailers, and music videos
with and without subtitles.</p>
        </sec>
        <sec id="sec-10-4-16">
          <title>Practice exercises with funny visual effects for each video to test your attention.</title>
        </sec>
      </sec>
    </sec>
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