Enhancing German as a foreign language speaking ability through social VR: The design and implementation of TravelKit
Abstract
Speaking is a challenging competency in second language (L2) acquisition, influenced by cognitive, affective, and contextual factors. Digital Game-Based Language Learning (DGBLL), combined with Virtual Reality (VR), offers immersive environments that simulate real-world communication. This study presents TravelKit, a Social VR game designed to enhance German speaking fluency through collaborative tasks. An exploratory mixed-methods study with seven A2-level university students identified learner profiles based on anxiety and strategic engagement. Results indicated balanced fluency improvements for moderate anxiety learners, cognitive challenges for high anxiety learners, and strategic lexical development for low anxiety learners. Findings underscore Social VR's potential for adaptive L2 speaking instruction. A follow-up longitudinal study is ongoing.
