This page aims to explain what underpins our design, learning focus and pedagogy.
Here are some acronyms used on this page:
- TL = Target Language (the language you are trying to learn, your 'target')
- BL = Base Language (the language you are already fluent in, your 'base')
ImmerseMe is designed to develop the learners’ TL skills through the authentic use of language in a contextualised virtual setting. We combine 360-degree videos in real-life situations with voice recognition to allow learners to reproduce interactions with native speakers. All our scenarios are broken down into bitesize learning modes which build up students’ fluency and autonomy. Each of the 4 modes is designed to provide progressive learning blocks which scaffold skill development, based on a Constructivism theory of education (wikipedia).
According to the constructivist approach, learners actively construct or make their own knowledge, [which] is determined by [their] experiences (Elliot et al., 2000:256). We believe and support the fact that our learners are ‘active in their learning environments and use their previous knowledge to build their new knowledge’ (Huang et al., 2010) - see this article for more detailed information on constructivism and ImmerseMe by Dr Serpil Meri-Yilan (Agri Ibrahim Cecen University, Turkey).
Dr Meri-Yilan found 'All of the participants agreed in both the first and second interview sessions that they learned something new, especially pronunciation and vocabulary in both English and other languages. More than half of them thought that ImmerseMe positively improved their learning processes in terms of learning the culture of the TL, other languages such as French, and pronunciation; they reflected positively on interactive communication, conversation with ‘real people’ in a foreign country with the TL, and on learning easily and enjoyably.'
We also take into consideration the work of Dr Gianfranco Conti who describes the following stages in the language learning journey:
- Listening as Modelling (LAM, or awareness raising)
- Thorough Processing
- Structured Production
- Autonomy and Spontaneity
For further resources, please visit the Language Gym: www.language-gym.com
Phase 1: Pre-ImmerseMe
The teacher introduces new language by modelling it to their students in class, or via online learning tools, and aims to raise their awareness of its linguistic components. The main focus of this first stage is to enable students to absorb all new language through intensive exposure and oral repetition with visual support.
Phase 2: ImmerseMe assisted repetition focus
ImmerseMe focuses on tackling that part of the learning journey, and on supporting learners to cement their processing of language (through listening and reading) and transition into guided production. We have designed the first 2 learning modes, Pronunciation and Typing, to assist with an intensive processing of language from one macro skill (reading, listening, writing, speaking) to another.
Pronunciation mode = Listen to a native speaker, read the example response, listen to the example response spoken by a native speaker then reproduce it by speaking the sentence out loud (Listen/Read TL > Speak TL).
Typing mode = Listen to a native speaker, read the example response, type the response out accurately on screen including correct punctuation and spelling (Listen/Read TL > Write TL). The exact response we are expecting students to produce is given to them, they are receiving the information and processing it from one skill to another.
Phase 3: ImmerseMe autonomy focus
We have designed the Translation and Immersion learning modes to assist with the structured production of language.
Translation mode = Listen to a native speaker, read the example response in BL then translate the sentence into the TL accurately (Read BL > Speak TL).
Immersion mode = Listen to a native speaker, read a TL instruction with some keywords in TL, then speak an appropriate response given this information and context (Interpret TL instruction > Speak TL). By this point, all the content available to students is within the TL so they are fully 'immersed' and really only one step away from full autonomy.
Phase 4: Post-ImmerseMe
By now, we are hoping students have some degree of autonomy and therefore no longer reliant on technology or their language educator (depending on the context!) to produce language. This is a clear goal for all stakeholders in a language learners’ journey, as it paves the way for greater complexity and spontaneity. If students have successfully completed all ImmerseMe Learning Modes, they 'should' be able to spontaneously complete those conversation in 'real life' given the same types of questions/responses. Voila!
Conference Presentations
- Emily Loughlin (LinkedIn), Doctor of Teaching Second Languages (Ed. D.) and Spanish Teacher, Wachusett Regional School District and Kevin Mentzer, Ph.D. (LinkedIn), Dean of Innovation, Research and Experiential Learning, Nichols College presented at ISCAP Conference November 2025, 'From Headsets to Language Fluency: Investigating Engagement and Learning with VR in Middle School Spanish'.
-
Michael B. Dettinger, Ph.D. (LinkedIn), Director, World Language Lab & Resource Center, Distinguished Instructor of German, Director, LSU Summer Language Camp,
Louisiana State University presented at IALLT / FLEAT 8 June 2025, 'Assessing the Impact of AI on Student Communication in German'.
- Betty Rose Facer (LinkedIn), Master Lecturer/Director, Old Dominion University and Denis Uebiyev (LinkedIn), Ph.D. Student in Learning Design & Technology, Purdue University presented at IALLT / FLEAT 8 June 2025, 'Virtual Worlds, Real Insights: Exploring Student Reflections from ImmerseMe'.
- Irene Soto-Lucena (LinkedIn), Ph.D. student, Department of Linguistics. Lillian B. Lawler Predoctoral fellow, University of Pittsburgh presented at CALICO May 2024, 'The use of Immersive Virtual Environments to Enhance Language Learning, Improve Learners' Experience, and Foster Willingness to Communicate: A study with ImmerseMe'.
- Betty Rose Facer (LinkedIn), Master Lecturer/Director, Old Dominion University and Denis Uebiyev (LinkedIn), Ph.D. Student in Learning Design & Technology, Purdue University presented at CALICO May 2024, 'Integrating ImmerseMe into the classroom: World language and intercultural development'.
- Betty Rose Facer (LinkedIn), Master Lecturer/Director, Old Dominion University and Denis Uebiyev (LinkedIn), Ph.D. Student in Learning Design & Technology, Purdue University presented at IALLT June 2023, 'Engaging World Language Students with the Virtual Reality of ImmerseMe'.
- Farhana Ahmed, (LinkedIn), Ph.D. Instructor, IFP Program New College, University of Toronto presented at CALICO June 2023, 'Closing the gaps with ImmerseMe: An ongoing investigation into teachers' beliefs and perceptions'.
- Suzanne Hill (LinkedIn), The King's School (Sydney, Australia), presented her action research at the 2022 IBSC Annual Conference titled 'La Realité Virtuelle: Using Immersive Technology to Engage Year 7 Boys in Learning French' in October 2022.
The class’s performance in that test (where fluency, content, and accuracy were examined) was 18.07/20 compared to averages of 14.95 - 15.70 /20 of the other four mixed ability classes in the Year 7 cohort who did not use ImmerseMe. The class had a 15% increase in their speaking proficiency. (Page 10)
- Denis Uebiyev (LinkedIn), Ph.D. Student in Learning Design & Technology, Purdue University presented at CALICO June 2022, 'ImmerseMe - Learning languages authentically using virtual reality-based immersive lessons'.
This presentation goes over the current features within the VR language learning application, ImmerseMe, briefly explores the research that has been conducted with the use of ImmerseMe as well as introduces the new features being introduced in August of 2022.
Academic research
- Sumeyra Aydin (LinkedIn), English Language Instructor at Istanbul Bilgi University, who authored this thesis on 'The Effect of Virtual Reality on Students’ Speaking Performance in EFL Classes'
- Betty Rose Facer (LinkedIn), Master Lecturer/Director, Old Dominion University and Denis Uebiyev (LinkedIn), Ph.D. Student in Learning Design & Technology, Purdue University, who published 'A Blueprint for Integrating VR into Language Centers' (Chapter 2 of the Language Center Handbook 2025, pages 23-43)
- Dr. Tamás Csontos, Senior Lecturer Faculty of Pedagogy at Károli Gáspár University of the Reformed Church in Hungary, who published 'Developing practical language skills in the foreign language classroom with the help of artificial intelligence and virtual reality' (pages 367-374)
- Dr. Gökhan Haldun DEMİRDÖVEN (LinkedIn), Senior Lecturer at Sakarya University of Applied Sciences, who published 'CEFR updates (2020)-based next-gen immersive learning in 5 steps'
- Irene Soto-Lucena (LinkedIn), Ph.D. student, Department of Linguistics, Lillian B. Lawler Predoctoral fellow, University of Pittsburgh. 'The use of immersive virtual environments to enhance language learning, improve learners’ experience, and foster willingness to communicate: A study with ImmerseMe'
- Kumutha Raman (LinkedIn), Ph.D. Student at Universiti Kebangsaan Malaysia, who published 'Exploring the Impact of VR Integration on ESL Leaners’ English Verbal Communication Skills: A Case Study in a Malaysian High School'
- Melike Akay (LinkedIn), Ph.D. Student in Applied Linguistics at University of South Florida, who published 'The impact of virtual reality (VR) pedagogy on L2 English learners’ oral communication and pragmatic competence'
- Emilia Gracia, PhD (LinkedIn), Senior Global Educator at Arizona State University, who authored this dissertation on 'Immersive Virtual Reality for L2 Pragmatics Instruction in an Intensive English Program at a US University'
- Elin Ericsson (University of Gothenburg) (LinkedIn) Doctoral Thesis 'Experiences of Speaking with Conversational AI in Language Education', Department of Applied Information Technology
- Elin Ericsson, Sylvana Sofkova Hasemi (University of Gothenburg) '(Dis)Engagement and Usefulness: Students’ Experiences of Practicing Speaking German in a Virtual 360° Environment'
- Bella (Ngoc) Tran (LinkedIn), B.A. Melbourne University, M.Sc. University of Oxford in Applied Linguistics who published 'The Use of Virtual Reality Technology in Foreign Language Education: From Teachers' Perspectives' (3.7 MB) under the Faculty of Education - The University of Oxford.
In terms of VR benefits, the use of VR in language classrooms appears to benefit contextualised learning, in which the VR application (e.g., ImmerseMe) provides students with experiences of the authentic culture of the target language, assisting them to create meaning from the knowledge they are gaining. VR is also believed by teachers to allow the practice of constructivist pedagogy and student-centred approaches, both of which benefit students in the long term.
- Dr Meri-Yilan (LinkedIn) who published 'Constructivist-Desktop-Virtual-Reality-Based-Approach-to-Learning-in-a-Higher-Education-Institution'
This chapter presented empirical research on desktop VR-based language learning, investigating learners’ interaction and perceptions of learning within a desktop VR learning environment. Even if it has been argued that desktop VR does not provide a full immersion, this study showed that learners were observed to feel more present and immersed into the VR environment when they were more familiar with VR.
- Michelle Renée Genua (LinkedIn) who published Action Research for Niagara University, USA in both French and English
Platforms such as ImmerseMe provide students with pressure-free environments in which they can make mistakes before they make mistakes in a classroom. Using ImmerseMe has been effective in engaging and improving French conversation in my classes.
- Ricardo Casañ Pitarch (LinkedIn) and Jingtao Gong who investigated 'Testing ImmerseMe with Chinese students: acquisition of foreign language forms and vocabulary in Spanish'
In brief, this research focused on analysing how the serious video game ImmerseMe has influenced the learning of Spanish as a foreign language among a group of Chinese students. This objective was based on our hypothesis that this serious video game would help foreign language learners improve their communicative competence. This hypothesis seems to be valid since results have shown some progress in the four target areas: word order structure, lexicon-grammar, spelling, and content.
- Margherita Berti (LinkedIn, PhD candidate at University of Arizona) who authored this Learning Technology Review for CALICO Journal Vol 37.3 2020.
ImmerseMe places language in context by delivering dialogues recorded in various locations where the target language is spoken. Compared to traditional pedagogical materials (e.g., textbooks), this platform has the advantage of immersing language learners in culturally authentic contexts that may produce a sense of “being there.”
- Dr Kevin Papin (LinkedIn, French Lecturer at McGill University, Montreal) who investigated 'Can 360 virtual reality tasks impact L2 willingness to communicate?' Preview Kevin’s slideshow presentation of research findings here that he presented at CALICO 2019, Montreal (CALICO = Computer Assisted Language Instruction Consortium)
Dr Papin found that ImmerseMe had a statistically significant impact on lowering anxiety, increasing willingness to communicate and increasing students' self-perceived communicative competence (slide 16).
- Dr Joan Palmiter Bajorek (LinkedIn, Twitter, SLAT Program, University of Arizona) who investigated 'Virtual Reality Technology ImmerseMe Software: Speaking, Interactivity, & Time. (Bajorek, 2018) CALICO 2018'
Dr Palmiter Bajorek investigated the impact of student-computer interaction and how the time spent on task when using the software was perceived by students as improving their pronunciation skills.
- Juan Habib Bendeck Soto, Diana Carolina Toro Ocampo, Lued del Carmen Beltrán Colon and Alejandro Valencia Oropesa who investigated 'Perceptions of ImmerseMe Virtual Reality Platform to Improve English Communicative Skills in Higher Education' - Download this PDF file
Please visit our Credits page for a non-exhaustive list of wonderful people who have contributed to our project over the last 6 years. Please contact hello@immerseme.com with any questions. 🙏