Metaverse-supported blended EFL: an exploratory quasi-experiment on achievement, presence and motivation

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Authors: Yuliang Jiao, Wenmin Pan
Cited by: 1
References: 49

Abstract

Purpose Metaverse technologies are increasingly incorporated into blended EFL instruction, yet evidence remains limited on their effectiveness relative to conventional blended learning in university contexts. This study evaluated a metaverse-supported blended learning module and explored how perceived presence and learning motivation relate to perceived learning outcomes within the metaverse-supported condition.Design/methodology/approach Grounded in the Community of Inquiry framework and Self-Determination Theory, a quasi-experiment was embedded in a regular college English course. Two intact undergraduate classes participated (experimental n = 56; control n = 55; N = 111). All students completed pre- and post-intervention English proficiency tests; the metaverse-supported group also completed a post-module survey measuring perceived presence, learning motivation, and perceived learning outcomes. Post-test proficiency was compared using ANCOVA controlling for pre-test proficiency, and an exploratory mediation analysis was conducted within the metaverse-supported group.Findings After controlling for baseline proficiency, the metaverse-supported group achieved higher post-test English proficiency than the conventional blended group. Survey results indicated generally positive learner perceptions of the metaverse-supported module. Presence was indirectly associated with perceived learning outcomes via learning motivation, consistent with a partial mediation pattern; however, this pathway should be interpreted as exploratory and associational given the single-wave post-module survey.Originality/value This study provides quasi-experimental evidence from an authentic university EFL course that a metaverse-supported blended module can enhance proficiency compared with conventional blended learning. It also offers initial process-oriented insight into the roles of presence and motivation, informing future multi-wave research and the design of immersive speaking-oriented activities in blended EFL contexts.

Fields of Study & Subjects

Virtual Reality Applications and Impacts Educational Games and Gamification AI in Service Interactions

Publication details

Journal / source
Innovation in Language Learning and Teaching
Publisher
Informa UK Limited
Pages
1–21
Publication date
25 February 2026
Language
EN