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Volume 4,Issue 3

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26 January 2026

Research on the Design and Application of English Situational Teaching Based on VR Technology

Zhenxiao Zhang*
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1 Hainan Vocational University of Science and Technology, Haikou 571126, Hainan, China
CEF 2026 , 4(1), 14–19; https://doi.org/10.18063/CEF.v4i1.1264
© 2026 by the Author. Licensee Whioce Publishing, Singapore. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution 4.0 International License ( https://creativecommons.org/licenses/by/4.0/ )
Abstract

This paper explores the integration pathways between VR technology and situational English teaching, examining their practical value and implementation methods. Traditional English teaching models suffer from issues like insufficient situational authenticity and passive learner engagement. Leveraging its immersive and highly interactive features, VR technology effectively addresses these limitations. The study identifies four core principles for VR-based situational English teaching design—targeted approaches and authentic scenarios—while optimizing five key processes, including instructional goal analysis and scenario design. It also establishes four application models for daily communication and cross-cultural contexts, along with safeguard measures such as hardware investment and teacher training. The application of VR technology enhances teaching methodologies, stimulates learning initiative, and improves learners’ language proficiency and cross-cultural competence. Current challenges include high resource development costs and incomplete evaluation systems. Future research should deepen integration between technology and pedagogy to support English teaching reform.

Keywords
VR technology
Situational English teaching
Design
Application methods
References

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