Highlights
-
• We overview how existing studies used virtual reality as an experimental tool to study language processing and learning.
-
• We explore possible theoretical questions that can be better answered with virtual-reality-based approaches.
-
• We identify gaps and challenges associated with implementing virtual reality in experimental research.
-
• We explore possible integrations of virtual reality with behavioral and neurocognitive measures.
-
• Multimodal approaches provide significant insights into the dynamic language learning processes and outcomes.
1. Introduction
Advances in virtual reality (VR) technology, driven by popular commercial products like Meta Quest and HTC VIVE and the rise of concepts such as the metaverse and spatial computing, have led to its growing popularity in everyday life. This trend presents new opportunities to examine the neurocognitive processes underlying second language (L2) learning and their consequences using VR jointly with behavioral and neurocognitive measures.
VR as a complex media system simulates real-world experiences. It can be delivered via desktop screens, head-mounted displays (HMDs) and cave automatic virtual environment (CAVE) systems. Among them, HMD and CAVE systems provide a full 360° field of regard and enable body-based interactive exploration via real-time motion tracking, resulting in highly immersive experiences. In recent years, researchers have used both HMDs and CAVE in language research, in addition to desktop 3D simulations such as Second Life (Linden Research, Inc.). In this article, unless specified as VR presented on desktops, we focus on the VR technology mediated through HMD and CAVE systems.
VR technology has at least two advantages as an experimental tool. First, the immersive and interactive activities in VR simulate naturalistic environments, which activate learners’ sense of presence. This makes the language environments close to daily communication compared to lab-based experiments conducted on 2D screens (Dijkstra & Peeters, Reference Dijkstra and Peeters2023), allowing language learners to contextualize the to-be-learned knowledge and retain it in an embodied manner (Casasanto & Jasmin, Reference Casasanto, Jasmin, de Groot and Hagoort2018; Li & Lan, Reference Li and Lan2022; Pausch et al., Reference Pausch, Proffitt and Williams1997). Embodied cognition posits that multimodal information from the environment is an integral part of our linguistic and conceptual representation, and that human cognition develops when the human mind, human body and environments are integrated (Barsalou, Reference Barsalou2003, Reference Barsalou2008; Glenberg, Reference Glenberg1997). VR technology supports this perspective by engaging sensorimotor and social cues, and thus, forms the foundation for developing VR-based experiment platforms. With a proper design, learners can experience processes that are abstract, dynamic, invisible, non-obtainable and/or imaginary to human beings. For example, learners can visualize electrostatics activities (Greenwald et al., Reference Greenwald, Corning, McDowell, Maes and Belcher2019) and explore the lunar surface (Paige et al., Reference Paige, Haddad, Piercy, Todd, Ward, Ekblaw and Newman2024) in virtual platforms. Such dynamic activities remain physically intangible within traditional classroom settings.
Second, VR provides controlled experimental manipulations while supporting the simultaneous recording of behavior and neurocognitive signals, including eye movements, body movements, electroencephalogram (EEG), functional near infrared spectroscopy (fNIRS) and functional magnetic resonance imaging (fMRI) (Dijkstra & Peeters, Reference Dijkstra and Peeters2023). This integration enables multimodal data collection to examine the cognitive and neural bases for both learning processes and outcomes comprehensively. For example, Huizeling et al. (Reference Huizeling, Alday, Peeters and Hagoort2023) linked eye gazes of participants with EEG data when they talked with virtual interlocutors.
Together, this naturalistic VR-based approach is a game-changer for language research. It allows us to revisit psycholinguistic and neurolinguistic theories on language processing and learning, and test hypotheses that can be evaluated most effectively via this approach (Li & Lan, Reference Li and Lan2022; Yu et al., Reference Yu, Gao, Zhao, Yu, Li, Li, Feng and Yao2026). Moreover, it can be used to examine learner characteristics such as cognitive abilities, linguistic backgrounds and language proficiency through not only surveys and tests, but also brain signals such as neural oscillations (Gu et al., Reference Gu, Peng and Li2026; Kepinska et al., Reference Kepinska, Pereda, Caspers and Schiller2017).
This article reviews the latest empirical studies on L2 processing and learning of various linguistic constructs, focusing on how VR technology in combination with behavioral and neurocognitive measures can make valuable contributions. Because L2 processing (real-time language comprehension and production) and L2 learning (learning processes over time) address distinct aspects of L2 development, the two topics are reviewed in Section 2 in separate sub-sections, followed by a summary of gaps for future research. The sections on language processing (Section 2.1) and learning (Section 2.2) are structured around three themes: the theoretical frameworks underlying existing work, the ways in which they have used VR as a research tool and the focal factors they have investigated. Section 3 is an overview of the techniques and potential applications of this new approach. The article concludes with a discussion on future directions of VR-based language processing and learning research, as well as digital language learning in general and their contributions to language learning theories (e.g., embodied cognition and social L2 learning). Figure 1 presents an illustration of the integration of VR with behavioral and neurocognitive measures for language processing and learning research.
Virtual reality as a novel experimental tool integrated with behavioral and neurocognitive measures (Credit note: the diagram was generated by GPT-5.3 model, and then was edited by the authors for accuracy and clarity).

Figure 1. Long description
The diagram is organized into three horizontal sections.
Top Section: V R plus Behavioral and Neurocognitive Measures. This section contains three sub-groups.
1. Virtual Reality: Includes an H M D headset and a CAVE immersive room illustration.
2. Behavioral Measures: Includes icons for Eye tracking, Body tracking, and Hand tracking.
3. Neurocognitive Measures: Includes illustrations for E E G and f N I R S headwear on human profiles, and an f M R I scanner.
Middle Section: Two central boxes connected by bidirectional arrows.
1. L 2 Processing (Blue): Features icons of a head with a gear and a speech bubble, labeled Real-time language comprehension and production.
2. L 2 Learning (Red): Features a calendar and clock icon, labeled Learning processes over time.
Bottom Section: Future Research (Purple). Four panels from left to right.
1. Three person icons: Test diverse learner populations and linguistic constructs.
2. Person wearing V R headset with chip and brain icons: Develop richer V R environments, especially via integrating with Large Language Models.
3. Person icon inside a dashed circle: Investigate individual differences systematically.
4. Brain, eye, and wave icons: Integrate behavioral and neurocognitive measures to uncover dynamic learning processes.
2. Virtual reality for second language research
2.1. Virtual reality for language processing
Scholars have tested language processing theories in VR, simulating daily oral communication. In a real-life conversation, people rarely hear a sentence with no visual cues from interlocutors and/or surrounding environments. VR allows researchers to simulate these conditions while maintaining strict experimental control (Dijkstra & Peeters, Reference Dijkstra and Peeters2023; Huizeling et al., Reference Huizeling, Peeters and Hagoort2022; Tromp et al., Reference Tromp, Peeters, Meyer and Hagoort2018). Given that this field is still expanding, our discussion includes studies on both native (L1) and L2 processing, focusing on how experiments were conducted with VR and their implications for theories of language processing.
The studies using VR-based paradigms have examined if theories of L2 processing still hold in naturalistic environments. For example, Titus and Peeters (Reference Titus and Peeters2024) investigated how L2-English speakers with L1-Dutch code-switched between the two languages in a naturalistic setting, i.e., a virtual market in a CAVE system. While the authors found that the overall theoretical claims on inhibitory control still hold (Green & Abutalebi, Reference Green and Abutalebi2013; Meuter & Allport, Reference Meuter and Allport1999), they revealed that, only in the naturalistic virtual environment, switching from L1-Dutch to L2-English was harder than that from L2-English to L1-Dutch. The authors attributed this asymmetry to the naturalistic VR experience, which required more fluent and error-free speech production, when compared with lab-based experiments conducted on 2D screens. As a result, participants needed to exert increased inhibition on their L1 due to their lower proficiency in L2.
In addition, this line of research has examined the effects of non-linguistic sensorimotor information in L1 processing through involving virtual interlocutors to elicit naturalistic responses from the participants (e.g., Huizeling et al., Reference Huizeling, Peeters and Hagoort2022; Misersky et al., Reference Misersky, Peeters and Flecken2022; Tromp et al., Reference Tromp, Peeters, Meyer and Hagoort2018). For example, using the eye-tracking technique, Huizeling et al. (Reference Huizeling, Peeters and Hagoort2022) investigated how native Dutch speakers processed disfluent spoken sentences produced by avatars simulating native Dutch speakers in the CAVE system. As an indicator for anticipating speech in face-to-face conversations in the real world, listeners tend to look at their interlocutor’s face when disfluencies occur. The study found that the same strategy was used in the virtual environment, where participants looked at the avatar’s face upon hearing the disfluencies while waiting for the forthcoming speech. Likewise, Tromp et al. (Reference Tromp, Peeters, Meyer and Hagoort2018) employed EEG and observed consistent N400 effects in native Dutch speakers when they listened to sentences that inaccurately described the food on a table in a virtual restaurant. However, it is unclear if L2 learners adopt similar strategies when interacting with avatars in virtual environments.
Although VR as an experimental tool is promising for studying language processing, the linguistic constructs examined with this paradigm are still very limited. There are a few on speech (Huizeling et al., Reference Huizeling, Peeters and Hagoort2022; Titus & Peeters, Reference Titus and Peeters2024) and words (Huizeling et al., Reference Huizeling, Alday, Peeters and Hagoort2023), but very few studies have investigated the native processing of syntax in virtual environments (Misersky et al., Reference Misersky, Peeters and Flecken2022), and even fewer on L2 processing. To go beyond syntax, Taguchi (Reference Taguchi2022a, Reference Taguchi2022b) used VR headsets to examine pragmatics including how L1 and L2 speakers of English used intonation in dispreferred speech acts, such as complaining, in tasks presented via a VR headset or on a 2D screen. In addition, individual characteristics have been barely examined in the existing studies. The combination of the behavioral and neurocognitive measures has also been limited to eye-tracking and EEG.
To summarize, most research in this group suggests that VR can effectively elicit sensorimotor and social information of languages across participant groups even for the information that may be difficult to elicit and/or measure in conventional lab-based experiments. To reach this goal, participants in these studies usually interacted with 3D avatars in virtual environments. Broadening the field of language processing and learning, these studies demonstrate the potential of VR for examining how L2 learners process the multisensory and social information inherent in languages, contexts, and environments. The VR-based paradigms also show potential as pre- and post-test tasks for language learning studies.
2.2. Virtual reality for language learning
While studies on language processing reveal the real-time snapshots of an acquired language, language learning is a developmental process over time. One essential goal for studies on L2 learning is to understand the cognitive and neural bases of this process. Embodied cognition theories have proposed that human cognition, including L2 learning, develops when the body, mind and environments interact with each other and integrate information for learning (Atkinson, Reference Atkinson2010; Barsalou, Reference Barsalou2003, Reference Barsalou2008; Glenberg, Reference Glenberg1997). Under this framework, social L2 learning theory posits that social cues such as joint attention embedded in social interaction promote learning (Li & Jeong, Reference Li and Jeong2020; Zappa et al., Reference Zappa, Slater and Rodriguez-Fornells2025). However, it is challenging for traditional lab-based experiments on 2D screens to capture the dynamic interactions. With the help of VR, we can investigate to what extent L2 learners can encode the sensorimotor and social information of language into their mental representations during learning, and to what extent the encoded information enhances language learning.
Existing studies have primarily examined L2 vocabulary learning, with cognitive and neural measures conducted in pre- and post-tests. One line of the studies incorporated EEG during the (pre- and) post-tests to assess learning outcomes and the quality of mental representations of the learned words. In a study by Zappa et al. (Reference Zappa, Bolger, Pergandi, Fargier, Mestre and Frenck-Mestre2024), novice learners of Serbian with L1-French learned Serbian action verbs through either imitating the actions or pointing to the target verbs on a VR platform. Indicated by the increased N400 effect for semantic processing from the pre-test to the post-test, the authors found that both action methods in VR facilitated semantic encoding of the newly learned Serbian verbs. Further evidence was found by Jiao et al. (Reference Jiao, Zhu, Xu, Zhou, Schwieter and Liu2024, Reference Jiao, Lin, Schwieter and Liu2026) examining if visuospatial cues in virtual environments facilitated the learning of German nouns by L1-Chinese speakers. Their semantic priming task (2025) showed that by eliciting increased N400, VR enhanced the encoding of the learned German nouns in semantic memory.
Another line of research adopted magnetic resonance imaging (MRI) in the pre- and post-tests. Using functional MRI, scholars have shown that vocabulary learned with pictures and gestures, rather than word-word association, elicits greater activation in the visual and motor cortices during retrieval, suggesting more enriched encoding of words (Bechtold et al., Reference Bechtold, Cosper, Malyshevskaya, Montefinese, Morucci, Niccolai, Repetto, Zappa and Shtyrov2023; Mayer et al., Reference Mayer, Yildiz, Macedonia and von Kriegstein2015). Moreover, using structural MRI, Legault et al. (Reference Legault, Fang, Lan and Li2019b) investigated structural changes in learners’ brains under two learning conditions: Second Life, a desktop VR platform and a conventional picture-word association task. Novice learners of Chinese with L1-English learned 90 Chinese words over seven sessions within 20 days in one of the two learning conditions. Learning outcomes were measured at three time points, (1) after each learning session, (2) 3 weeks later and (3) 6 weeks later. MRI scans were obtained after the first and last learning sessions. The authors found that in the VR-based learning condition, the learners’ performance was positively correlated with the cortical thickness in the right inferior parietal lobe, a region associated with sensorimotor integration and embodied cognition (Claeys et al., Reference Claeys, Lindsey, De Schutter and Orban2003; Macaluso et al., Reference Macaluso, Driver and Frith2003). In contrast, the picture-word association condition was associated with cortical thickness in the right inferior frontal gyrus, indicative of semantic learning (Jones et al., Reference Jones, Green, Grogan, Pliatsikas, Filippopolitis, Ali, Lee, Ramsden, Gazarian, Prejawa, Price and Seghier2012). The findings suggest that VR-based learning may lead to distinct brain structure changes compared to the picture-word association task.
Different from the research on language processing, recent studies have explored how individual characteristics influence L2 learning with VR-based platforms. Jiao et al. (Reference Jiao, Zhu, Xu, Zhou, Schwieter and Liu2024) found that L2 age of acquisition was negatively correlated with N200 amplitude, an indicator of early lexical selection and phonological processing, whereas inhibitory control showed a null correlation. Rudling et al. (Reference Rudling, Rumetshofer, Nirme, Hedenström, Karlsson and Rydberg2026) revealed that VR-based learning platforms might benefit child L2 learners who struggled with tasks requiring sustained attention. Both Legault et al. (Reference Legault, Zhao, Chi, Chen, Klippel and Li2019a) and Macedonia et al. (Reference Macedonia, Mathias, Lehner, Reiterer and Repetto2023) reported that less successful learners especially benefited from VR learning. Macedonia et al. (Reference Macedonia, Mathias, Lehner, Reiterer and Repetto2023) suggest that the impact of VR-based motor cues, such as grasping, depends on a learner’s language aptitude, i.e., the specific cognitive abilities for L2 learning, which vary significantly across individual learners (Dörnyei & Skehan, Reference Dörnyei, Skehan, Doughty and Long2003; Rogers et al., Reference Rogers, Meara, Barnett-Legh, Curry and Davie2017). For high-aptitude learners with efficient declarative memory, these procedural cues offer negligible benefits. Conversely, for low-aptitude learners, interactive procedural activities provide a vital compensatory pathway that supplements a less efficient declarative memory system. Although the study did not directly assess the learners’ declarative and procedural memory, it represents a crucial step toward understanding how these memory systems as individual characteristics influence L2 learning in virtual environments (Morgan-Short et al., Reference Morgan-Short, Faretta-Stutenberg, Brill-Schuetz, Carpenter and Wong2014; Saito et al., Reference Saito, Cui, Suzukida, Dardon, Suzuki, Jeong, Révész, Sugiura and Tierney2022; Ullman & Lovelett, Reference Ullman and Lovelett2018).
To summarize, sensorimotor and social cues from immersive and interactive environments may facilitate L2 learning and thus contribute to the theoretical frameworks of embodied cognition and social L2 learning (see Mathias & von Kriegstein, Reference Mathias and von Kriegstein2023; Yu et al., Reference Yu, Gao, Zhao, Yu, Li, Li, Feng and Yao2026 for detailed discussion). However, the conclusion is tentative given the following limitations. First, the behavioral and neurocognitive measures have been dominantly used in the post-learning testing sessions, rather than both the learning and the testing sessions (except for Gao et al., Reference Gao, Jiang, Hu, Chan and Liunder review.a; Hsiao et al., Reference Hsiao, Lan, Kao and Li2017; see Section 3.2). Consequently, the learning processes remain a black box. Second, the neurocognitive measures in the testing sessions were based on conventional, non-embodied 2D paradigms, instead of directly assessing how well the sensorimotor and social cues of the learned language are encoded and retained (Jiao et al., Reference Jiao, Zhu, Xu, Zhou, Schwieter and Liu2024, Reference Jiao, Lin, Schwieter and Liu2026; Lin et al., Reference Lin, Schwieter, Jiao and Liu2026). It is necessary to develop novel VR-suitable tasks for the pre- and post-tests to accurately test the learning outcomes and to conduct the whole experiment in VR. Third, it is still unexplored how sensorimotor and social cues can maximize learning outcomes, especially in the long term within the constraints of human cognition (Zou et al., Reference Zou, Zhang, Mavilidi, Chen, Herold, Ouwehand and Paas2025). Commercial VR learning platforms as well as other digital language learning tools often include attractive but complex interactive features, but such features are often not tested or validated empirically and hence may be unnecessary or ineffective (Li & Lan, Reference Li and Lan2022). Future research should identify both effective and distracting design features for learners and integrate evidence-based learning strategies into immersive experiences. Such insights can greatly improve the pedagogical value of VR-based language learning platforms in the long run (Fuhrman et al., Reference Fuhrman, Eckerling, Friedmann, Tarrasch and Raz2021; Gao et al., Reference Gao, Zhou, Xia and Chenunder review.a; Hartfill et al., Reference Hartfill, Gabel, Neves-Coelho, Vogel, Räthel, Tiede, Ariza, Steinicke, Preim, Nürnberger and Hansen2020).
2.3. Gaps and areas for future development
With the above analyses, we have identified four shared areas for future advancement. First, future research should include more diverse learner populations, especially speakers of non-European languages, examine a broader range of linguistic constructs, test more environmental and social contexts and examine the interactions with interlocutors. This will contribute to the discussion on how the sensorimotor and social cues embedded in human languages and virtual environments are processed and learned within the constraints of human cognition and experience, and thus broaden the theories on language processing and learning in naturalistic embodied environments (Barsalou, Reference Barsalou2003, Reference Barsalou2008; Hagoort, Reference Hagoort2023; Mahon & Caramazza, Reference Mahon and Caramazza2008; Wilson, Reference Wilson2002; Zou et al., Reference Zou, Zhang, Mavilidi, Chen, Herold, Ouwehand and Paas2025). For example, we are currently testing if motion and spatial cues facilitate L2 learning of spatial language in a VR environment.
Second, we need to develop richer dynamic virtual environments based upon recent developments in VR technology and its integration with other technologies including Large Language Models (LLMs), portable neuroimaging devices and biofeedback (Yu et al., Reference Yu, Gao, Zhao, Yu, Li, Li, Feng and Yao2026). While LLMs enable sophisticated, naturalistic human-machine interaction, VR provides an embodied 3D context that grounds these interactions in vivid scenarios. For example, it is now feasible to generate context-appropriate, interlocutor-specific conversations by including LLM-powered AI agents in VR. This will help create a new mode of communication, moving from one-sentence responses to naturalistic human-avatar dialogues (Wan et al., Reference Wan, Zhang, Suria, Yao, Wang, Coady and Prpa2024). Additionally, by integrating measures like eye movements (Bovo et al., Reference Bovo, Abreu, Ahuja, Gonzalez, Cheng and Gonzalez-Franco2025) and fNIRS (Wen et al., Reference Wen, Middleton, Ping, Chawla, Wu, Feest, Nadri, Liu, Kaber, Zahabi, McMahan, Castelo, McKendrick, Qian and Silva2025), AI agents and VR environments can be dynamically adjusted in accordance with human real-time responses.
Third, the impacts of individual characteristics warrant comprehensive investigation. On the one hand, we need to examine how the well-established individual cognitive abilities like language aptitude, working memory span (Gao et al., Reference Gao, Jiang, Hu, Chan and Liunder review.a; Legault et al., Reference Legault, Zhao, Chi, Chen, Klippel and Li2019a), attention span (Rudling et al., Reference Rudling, Rumetshofer, Nirme, Hedenström, Karlsson and Rydberg2026), declarative and procedural memory systems (Ullman & Lovelett, Reference Ullman and Lovelett2018) and linguistic experiences such as length of residence in an L2 environment (Gao et al., Reference Gao, Jiang, Hu, Chan and Liunder review.b; Saito, Reference Saito2015) influence L2 processing and learning in naturalistic virtual environments. On the other hand, we need to examine the abilities relevant to VR such as spatial abilities, motion sickness and prior VR experience (Li et al., Reference Li, Legault, Klippel and Zhao2020; Zhao et al., Reference Zhao, Simpson, Sajjadi, Wallgrün, Li, Bagher, Oprean, Padilla, Klippel, Marchal, Ventura, Olivier, Wang and Radkowski2021). This line of inquiry will identify which learner groups benefit most from immersive environments, enabling developers to tailor VR platforms to diverse needs. Furthermore, such research deepens our understanding of the neurocognitive mechanisms for language processing and learning. For instance, it allows us to investigate whether established structural brain differences between fast and slow learners persist within ecologically valid, naturalistic settings.
Lastly, in terms of methodology, both language processing and learning research have utilized limited behavioral and neurocognitive measures in VR, although it is crucial to understand the cognitive and neural mechanisms for language processing in virtual environments, and to uncover how neural changes occur during learning with VR and how they affect both short- and long-term learning outcomes. An important direction for the future will be approaches for combining behavioral and neurocognitive measures within VR and for analyzing the multimodal data collected from such measures, to which we now turn.
3. Tools and methods for VR-based approach
3.1. Head-mounted display (HMD) and cave automatic virtual environment (CAVE) system for cognitive studies
Both HMD and CAVE are VR systems that offer users a 360° field of regard in virtual environments (Zhao et al., Reference Zhao, Wallgrün, LaFemina, Normandeau and Klippel2019). The CAVE system is a cube-shaped room with multiple projection surfaces (e.g., walls and floor) capable of displaying computer-generated 3D imagery (Cruz-Neira et al., Reference Cruz-Neira, Sandin, DeFanti, Kenyon and Hart1992; DeFanti et al., Reference DeFanti, Acevedo, Ainsworth, Brown, Cutchin, Dawe, Doerr, Johnson, Knox, Kooima, Kuester, Leigh, Long, Otto, Petrovic, Ponto, Prudhomme, Rao, Renambot and Wickham2011). Users inside the CAVE system can simultaneously explore virtual content while seeing each other’s bodies and responses. Such a shared space facilitates natural communications and collaborative demonstrations but comes at the high cost of specialized infrastructure. In contrast, HMDs provide a highly immersive, portable and cost-effective solution, allowing individual users to experience virtual environments from anywhere and with minimal visual input from the physical surroundings (Slater & Wilbur, Reference Slater and Wilbur1997). Both CAVE and HMD systems support interactive exploration through real-time motion tracking, although HMDs typically afford more embodied and tangible experiences due to their seamless integration of a virtual body and hand-based interactions (Zhao et al., Reference Zhao, LaFemina, Carr, Sajjadi, Wallgrün and Klippel2020). When wearing an HMD, users are visually isolated from the real world around them, which enhances immersion but limits social contact with other users (Lantz, Reference Lantz1996). In this regard, recent advances in networked collaborative VR now bring users from different physical locations into the same virtual environment (e.g., VRChat). Combined with fully rigged and customizable avatars, these developments are helping address earlier concerns about isolation among HMD users. Figure 1 presents an illustration of the CAVE and HMD systems and their utility for language learning research.
3.2. Tracking learning processes in virtual reality with behavioral and neurocognitive measures
As VR promises to bridge the gap between controlled experiments and real-world language learning, it becomes equally important to capture the diverse cognitive and behavioral processes that unfold along with learners’ exploration and interaction in these immersive spaces (Li et al., Reference Li, Legault, Klippel and Zhao2020; Li & Lan, Reference Li and Lan2022; Peeters, Reference Peeters2019; Zappa & Frenck-Mestre, Reference Zappa, Frenck-Mestre, Morgan-Short and Van Hell2023). Combining VR with behavioral and neurocognitive measures presents an invaluable opportunity to investigate learners’ real-time cognitive states, brain activities and behavioral patterns during ongoing learning processes (i.e., eye-brain-behavior correspondence; see Gu et al., Reference Gu, Peng, Nastase, Mayer and Li2024), thus introducing a novel way of uncovering how learning processes influence learning outcomes, which remains rarely studied in experiments with a pretest-training-posttest design, as discussed above. Advanced multimodal data analytic methods such as intersubject correlation (ISC) analysis can be used to handle these complex large datasets (Freund et al., Reference Freund, Brandmaier, Lewejohann, Kirste, Kritzler, Krüger, Sachser, Lindenberger and Kempermann2013; Madsen & Parra, Reference Madsen and Parra2022). In this section, we will discuss possibilities for the use of HMD and CAVE systems to be combined with behavioral and neurological data recordings, limitations of each combination, ways in which they may complement one another and methods for analyzing and interpreting these data.
3.2.1. Eye-tracking
Since VR is inherently a visuospatial experience, eye movements serve as a window into learners’ attentional dynamics and other cognitive processes (Gu et al., Reference Gu, Peng, Nastase, Mayer and Li2024; Shadiev & Li, Reference Shadiev and Li2023). Many high-end VR headsets, such as HTC Vive Pro Eye, Varjo XR series and Meta Quest Pro, feature integrated eye-tracking capabilities, with sampling rates typically ranging from 30 to 200 Hz. These systems continuously record raw eye movement data, including gaze coordinates, gaze direction and pupil dilation, while synchronizing their timestamps with events in the VR environment. As for the CAVE system, participants need to wear transparent stereo glasses with the eye tracking function. The studies discussed in previous sections (e.g., Huizeling et al., Reference Huizeling, Peeters and Hagoort2022, Reference Huizeling, Alday, Peeters and Hagoort2023) used SMI Eye-Tracking Glasses 2 Wireless with a binocular sampling rate of 60 Hz (Eichert et al., Reference Eichert, Peeters and Hagoort2018).
Fixation counts and gaze durations are two of the most widely used eye-tracking metrics in VR-based learning research (Bacca-Acosta et al., Reference Bacca-Acosta, Tejada, Fabregat, Kinshuk and Guevara2022; Wang et al., Reference Wang, Hung and Chen2021). These metrics can provide precise indicators of visual attention and learning patterns based on the fixation frequency and duration on specific objects in VR. For example, Bacca-Acosta et al. (Reference Bacca-Acosta, Tejada, Fabregat, Kinshuk and Guevara2022) used the Vive Pro Eye to investigate the effectiveness of scaffolding materials in English learning. They found that an immersive VR environment allowing free exploration, compared to a seated condition, induced significantly more fixations on scaffolding materials, which in turn led to better learning outcomes. Recent analytical methods also enable researchers to move beyond these classical eye-tracking metrics. First, network science methods can model eye movement trajectories as scanpath networks, revealing the effects of individual differences and exploration strategies for effective learning (Ma et al., Reference Ma, Liu, Clariana, Gu and Li2023). Second, entropy-based features can be extracted from eye movement data to estimate the diversity of exploration patterns (Krejtz et al., Reference Krejtz, Szmidt, Duchowski and Krejtz2014). For example, inspired by studies on human navigation in cities (Heller et al., Reference Heller, Shi, Ezie, Reneau, Baez, Gibbons and Hartley2020) and mice in mazes (Freund et al., Reference Freund, Brandmaier, Lewejohann, Kirste, Kritzler, Krüger, Sachser, Lindenberger and Kempermann2013), Gao et al. (Reference Gao, Jiang, Hu, Chan and Liunder review.a) calculated global and local roaming entropies to estimate L2 learners’ exploration areas in virtual environments. Their analyses demonstrated that distant environmental cues (indicated by global roaming entropy) facilitated L2 learning of Spanish words whereas adjacent ones (indicated by local roaming entropy) hindered the learning. Finally, machine learning models, such as Eye Movement analysis with Hidden Markov Models, have been successfully employed to classify participants’ visual attention patterns in domains such as face recognition and driving (Hsiao et al., Reference Hsiao, Lan, Zheng and Chan2021; Yang et al., Reference Yang, Qi, Liu, Zhang, Chen and Hsiao2023). These advanced methodologies offer promising avenues for a deeper understanding of learners’ cognitive processes in VR-based language learning.
3.2.2. Body movement tracking
One of VR’s strengths is its ability to incorporate natural body movements, such as walking, reaching, controller clicking and object grasping, into the learning process. As learners navigate in a virtual environment, their movement trajectories can be recorded and analyzed (Brunec et al., Reference Brunec, Nantais, Sutton, Epstein and Newcombe2023). For example, Yang et al. (Reference Yang, Qian, Novotny, Badre, Jackson and Laidlaw2021) calculated the movement distance of head and hands to estimate exploration areas. In addition to movement trajectories, controller clicks are especially informative regarding how participants interact with learning materials. Gao et al. (Reference Gao, Jiang, Hu, Chan and Liunder review.a) quantified learners’ exploration paths by calculating the ratio between actual and possible controller clicks among to-be-learned Spanish words in a virtual environment (Borsboom et al., Reference Borsboom, Deserno, Rhemtulla, Epskamp, Fried, McNally, Robinaugh, Perugini, Dalege, Costantini, Isvoranu, Wysocki, van Borkulo, van Bork and Waldorp2021; Ma et al., Reference Ma, Liu, Clariana, Gu and Li2023). They found that linear rather than net-like exploration paths facilitated word learning. In an analysis of the order of clicks data from Lan et al.’s (Reference Lan, Fang, Legault and Li2015) study, Hsiao et al. (Reference Hsiao, Lan, Kao and Li2017) revealed that learners who grouped the to-be-learned words according to their functions, such as their phonological and semantic features, learned better. Some VR headsets such as Meta Quest Pro enable even finer-grained tracking of body movements with built-in hand tracking, eliminating the need for controllers or external motion-capture systems. These developments have opened new opportunities for studying complex body-based interactions and naturalistic hand gestures during learning.
3.2.3. Brain imaging
Observable learning behaviors and outcomes are often underpinned by learners’ brain processes. Neural evidence tells us how multimodal information in naturalistic learning settings is integrated in the brain and ultimately contributes to knowledge formation. Therefore, integrating VR with brain imaging technologies can uncover the neural mechanisms of language learning, often in real time and not revealed by behavioral measures or tests. In this section, we focus on three brain imaging technologies, EEG, fNIRS and fMRI, which have been primarily used in neurocognitive research. We exclude structural MRI because it is mainly used to assess brain structure changes, which occur over relatively long-time scales (Legault et al., Reference Legault, Fang, Lan and Li2019b) although there is recent evidence that such changes can occur rapidly (Rumetshofer et al., Reference Rumetshofer, Langensee, Li, Zhao, Klippel, Wennberg, Nilsson, Sundgren, Gullberg and Mårtensson2026).
Currently, simultaneous VR-brain imaging research on language learning remains scant (Hua & Wang, Reference Hua and Wang2023; Peng et al., Reference Peng, Moussavi, Karunakaran, Borsook, Lesage and Nguyen2024). Nevertheless, existing studies on language processing have demonstrated the potential of combining these technologies. EEG has been a popular choice in language comprehension studies due to its high temporal resolution and relatively flexible setup (Huizeling et al., Reference Huizeling, Alday, Peeters and Hagoort2023; Tromp et al., Reference Tromp, Peeters, Meyer and Hagoort2018; Zappa et al., Reference Zappa, Bolger, Pergandi, Mallet, Dubarry, Mestre and Frenck-Mestre2019). For example, Zappa et al. (Reference Zappa, Bolger, Pergandi, Mallet, Dubarry, Mestre and Frenck-Mestre2019) combined a CAVE system with a 64-channel EEG to investigate embodied cognition during the processing of verbs about hand and arm actions. The analysis of event-related spectral perturbation revealed significant motor-related neural oscillatory activity in the mu and beta bands, contributing empirical evidence to the embodied cognition theory that motor information can be encoded in mental representations. In the context of language learning, a few studies have successfully combined digital games with portable, single-channel EEG systems (e.g., Hsu, Reference Hsu2022; Yu & Tsuei, Reference Yu and Tsuei2023). While the limited spatial coverage in the brain may constrain the depth of neurocognitive insights, these studies demonstrate EEG’s capability to monitor cognitive engagement and attention during interactive game-based learning.
Researchers have also used fNIRS to investigate language learning in naturalistic interactive contexts, as it can capture hemodynamic activities from language-related cortices while allowing moderate motions (Lawrence et al., Reference Lawrence, Wiggins, Hodgson and Hartley2021; Soltanlou et al., Reference Soltanlou, Sitnikova, Nuerk and Dresler2018). This makes fNIRS suitable for examining language processing and learning in interactive VR environments, although this combination has been predominantly applied in studies of non-linguistic tasks and cognitive skills (Peng et al., Reference Peng, Moussavi, Karunakaran, Borsook, Lesage and Nguyen2024 for a review). Additionally, the hyperscanning technique enables capturing the neural dynamics of multiple participants during interaction. Recent studies demonstrate that discussions elicit high frontal inter-brain coherence, linking synchrony with improved L2 word learning outcomes (e.g., Zhang et al., Reference Zhang, Shi, Liu and Guo2025). Although not yet applied in VR, it is possible to apply hyperscanning for role plays and discussions in virtual environments, investigating how immersion and social dynamics drive L2 learning. fNIRS data are typically analyzed by calculating the changes in oxygenated hemoglobin (HbO). Concentration comparison, activation analysis and functional connectivity are mostly used for a block- or event-related experimental design (Yücel et al., Reference Yücel, Lühmann, Scholkmann, Gervain, Dan, Ayaz, Boas, Cooper, Culver, Elwell, Eggebrecht, Franceschini, Grova, Homae, Lesage, Obrig, Tachtsidis, Tak, Tong and Wolf2021). In contrast, ISC (Hasson et al., Reference Hasson, Nir, Levy, Fuhrmann and Malach2004; Madsen & Parra, Reference Madsen and Parra2022) and wavelet coherence (Zhang et al., Reference Zhang, Shi, Liu and Guo2025) are often used to capture inter-brain coherence during interactions, particularly in the hyperscanning and naturalistic paradigms (see also discussion below on IS-RSA).
Selecting an appropriate brain imaging method for VR-based research requires considering system compatibility as well as trade-offs in temporal resolution, spatial resolution and motion tolerance. Both EEG and fNIRS systems allow participants to use wearable caps, and the caps with low-profile sensors are often compatible with VR headsets and CAVE systems. In contrast, VR–fMRI integration requires specialized MRI-safe devices, such as the VisualSystem HD (Nordic NeuroLab, Norway). EEG offers excellent temporal resolution but poor spatial resolution, and it is prone to non-neural electrical artifacts such as motion-induced noises. In contrast, fMRI has high spatial resolution but poor temporal resolution, and can be unnatural when combined with VR given the constraints on participants’ body movements. fNIRS offers moderate temporal and spatial resolutions, positioned between EEG and fMRI, and has a higher motion tolerance than the other two methods.
In Sections 3.2.1 and 3.2.2, we discussed how eye and body movement data in VR could be useful. It is possible to incorporate brain imaging techniques with eye and body movement to gain a multifaceted view of the learning process. Huizeling et al. (Reference Huizeling, Alday, Peeters and Hagoort2023) explored the possibility of linking eye-tracking and EEG with the CAVE system for studying language prediction. They found that the two measurements can be complementary to each other. For example, when participants stopped looking at the virtual interlocutor as shown by the eye-tracking data, EEG data including theta and alpha frequency bands and the N400 component could indicate whether the participants have lost confidence in their prediction or got distracted. Mixed effects models were used to connect eye movements and N400 amplitude. Though not used in VR yet, Gu et al. (Reference Gu, Peng, Nastase, Mayer and Li2024) investigated how the presence of instructors in online lectures influenced the student learning outcomes by linking the students’ eye movements, brain activities, and post-test performances via ISC and inter-subject representational similarity analyses (IS-RSA). ISC measures similarities of brain activities among the students during the video lectures, while IS-RSA correlates the similarities with those in eye movements (Finn et al., Reference Finn, Glerean, Khojandi, Nielson, Molfese, Handwerker and Bandettini2020; Hasson, Reference Hasson2025; Madsen & Parra, Reference Madsen and Parra2022).
In summary, emerging VR technologies offer sophisticated behavioral tracking capabilities and are compatible with advanced brain imaging methods. By capturing rich, multimodal data throughout the learning process, VR studies of language learning have the potential to transcend the limitations of traditional pre- and post-test assessments and questionnaires. Synthesizing these complex data will yield unprecedented insights into the real-time cognitive and neural mechanisms underlying language processing and learning.
4. Conclusion
This review explores VR as a cutting-edge tool for research on L2 processing and learning. VR offers a dynamic, immersive environment to investigate how multimodal cues and sensorimotor experiences shape L2 knowledge representation, encoding and retention. We highlight innovative approaches that integrate VR with behavioral and neurocognitive measures so as to gain insights into how L2 learning processes impact learning outcomes.
Looking ahead, future research on both language processing and learning with VR-based paradigms should include more diverse learner populations, explore a broader range of linguistic constructs and delve into individual learner characteristics including cognitive abilities, linguistic experiences and VR-specific individual differences. Additionally, we should develop richer virtual environments and integrate with other emerging technologies such as LLMs and physiological monitoring (Yu et al., Reference Yu, Gao, Zhao, Yu, Li, Li, Feng and Yao2026). We should also develop VR-suitable assessment tasks for pre- and post-tests and integrate more behavioral and neurocognitive measures with VR, so that we can conduct experiments within virtual environments while collecting multimodal data during both learning and testing periods. Finally, advancing sophisticated multimodal data analysis techniques is essential for tracking learning processes in real time. This requires researchers to adopt analytic methods from other fields such as spatial cognition (Brunec et al., Reference Brunec, Nantais, Sutton, Epstein and Newcombe2023; Zhao et al., Reference Zhao, Ma, Simpson, Sajjadi, Wallgrün and Klippel2022).
Digital language learning as a rapidly evolving research field not only enriches our understanding of L2 processing and learning but also provides novel methodologies for understanding how other digital learning tools, such as mobile Apps and online platforms, can transform research on personalized language learning for the future (Li & Lan, Reference Li and Lan2022). Together, these findings will inform the development of technology-enhanced language learning tools that promote effective language education for learners with diverse individual characteristics.
Data Availability Statement
This study is a review article and did not involve the generation, collection, or analysis of original research materials or datasets. All relevant literature sources are appropriately cited in the References section.
Acknowledgments
Writing of this article and the research reported here was supported by grants from the Hong Kong Research Grants Council (Project # 15607623) and the Sin Wai Kin Foundation to Ping Li (where the author was previously affiliated), from the sector plans of the Dutch Ministry of Education, Culture and Science to Jiayan Zhao and from the Key Research and Development Program of Guangdong, China (Project # 2023B0303010004) to Suiping Wang. Zhe Gao, Shaoyun Yu and Shufan Yu have been supported by Postdoctoral Research Fellowships from the Hong Kong Polytechnic University. We thank Brian MacWhinney and the members of the Brain, Language, and Computation Laboratory for their insightful comments and suggestions on the preparation of the article.
Competing interests
The authors declare that they have no known competing interests that could have appeared to influence the work reported in this article.
Use of AI
We have used AI-assisted technologies in creating this article. We made use of ChatGPT to generate Figure 1. Details have been provided in the figure caption.