Embodied word learning in schools and sustained attention in virtual reality
(2026) In npj Science of Learning 11(1).- Abstract
This study examined whether immersive virtual reality (VR) supports second-language vocabulary learning in school-aged children compared to passive computer-based training. Seventy-three Swedish middle-school students learned novel words by assembling objects in VR and by viewing object assembly on a computer screen in a crossover design. Word recall was tested after each condition, and individual differences in language aptitude and sustained attention were assessed. Overall, recall was higher after computer-based training than VR. However, sustained attention was the strongest predictor of learning outcomes, and the difference between conditions was (marginally) significant only for children with higher sustained attention. No VR... (More)
This study examined whether immersive virtual reality (VR) supports second-language vocabulary learning in school-aged children compared to passive computer-based training. Seventy-three Swedish middle-school students learned novel words by assembling objects in VR and by viewing object assembly on a computer screen in a crossover design. Word recall was tested after each condition, and individual differences in language aptitude and sustained attention were assessed. Overall, recall was higher after computer-based training than VR. However, sustained attention was the strongest predictor of learning outcomes, and the difference between conditions was (marginally) significant only for children with higher sustained attention. No VR behavioural measures (gaze, assembly time, rotation) explained learning outcomes. These findings suggest that VR may not universally enhance vocabulary learning but could benefit learners with specific attentional profiles. Further research should explore how VR design and training duration influence language acquisition in school settings.
(Less)
- author
- Rudling, Maja
LU
; Rumetshofer, Theodor
LU
; Nirme, Jens
LU
and Mårtensson, Johan
LU
- organization
-
- Logopedics, Phoniatrics and Audiology
- LU Profile Area: Natural and Artificial Cognition
- Department of Clinical Sciences, Lund
- MR Physics (research group)
- Diagnostic Radiology, (Lund)
- Ergonomics and Aerosol Technology
- LAMiNATE (Language Acquisition, Multilingualism, and Teaching) (research group)
- Communication and Cognition (research group)
- The Educational Technology Group (research group)
- Cognitive Science
- Department of Philosophy
- LU Profile Area: Proactive Ageing
- Birgit Rausing Centre for Medical Humanities (BRCMH)
- Lund University Humanities Lab
- publishing date
- 2026-12
- type
- Contribution to journal
- publication status
- published
- subject
- in
- npj Science of Learning
- volume
- 11
- issue
- 1
- article number
- 9
- publisher
- Nature Publishing Group
- external identifiers
-
- scopus:105027566695
- pmid:41519938
- ISSN
- 2056-7936
- DOI
- 10.1038/s41539-025-00395-2
- language
- English
- LU publication?
- yes
- additional info
- Publisher Copyright: © The Author(s) 2026.
- id
- c47827c2-18a3-4e12-bfa6-57df0c8898fb
- date added to LUP
- 2026-03-09 14:03:11
- date last changed
- 2026-05-05 00:43:05
@article{c47827c2-18a3-4e12-bfa6-57df0c8898fb,
abstract = {{<p>This study examined whether immersive virtual reality (VR) supports second-language vocabulary learning in school-aged children compared to passive computer-based training. Seventy-three Swedish middle-school students learned novel words by assembling objects in VR and by viewing object assembly on a computer screen in a crossover design. Word recall was tested after each condition, and individual differences in language aptitude and sustained attention were assessed. Overall, recall was higher after computer-based training than VR. However, sustained attention was the strongest predictor of learning outcomes, and the difference between conditions was (marginally) significant only for children with higher sustained attention. No VR behavioural measures (gaze, assembly time, rotation) explained learning outcomes. These findings suggest that VR may not universally enhance vocabulary learning but could benefit learners with specific attentional profiles. Further research should explore how VR design and training duration influence language acquisition in school settings.</p>}},
author = {{Rudling, Maja and Rumetshofer, Theodor and Nirme, Jens and Mårtensson, Johan}},
issn = {{2056-7936}},
language = {{eng}},
number = {{1}},
publisher = {{Nature Publishing Group}},
series = {{npj Science of Learning}},
title = {{Embodied word learning in schools and sustained attention in virtual reality}},
url = {{http://dx.doi.org/10.1038/s41539-025-00395-2}},
doi = {{10.1038/s41539-025-00395-2}},
volume = {{11}},
year = {{2026}},
}