```dataview TABLE created, updated as modified, tags, type, related FROM " " WHERE contains(related, "muthmainnahNewInnovativeMetaverse2025") ``` > [!Title]- > Title:: A new innovative metaverse ecosystem: VR-based human interaction enhances EFL learners’ transferable skills > [!link]- > zotero_link:: [PDF](zotero://select/library/items/YEPJ444U) > [!cite]- > citekey:: muthmainnahNewInnovativeMetaverse2025 > [!abstract]- > abstract:: The purpose of this study was to test the effectiveness of using IVR to help Indonesian EFL students cope with the twentyfirst century. We examined 53 Indonesian university students in this study to see how immersive virtual reality (IVR) impacts their English as a Foreign Language (EFL) proficiency and transferable skill development. The pre-experimental design used a mixed methodology approach, combining qualitative and quantitative methods. Statistical analysis, using paired sample t-test and ANOVA, showed that post-test scores (mean = 84.72, SD = 7.83) were significantly higher than pre-test scores (mean = 58.96, SD = 8.16, p < 0.001). Using t-test and ANOVA, we compared students’pre- and post-test EFL proficiency levels within and between the two groups. We analyzed the quantitative data with qualitative descriptions of changes in transferable skills and participants’ opinions about the impact of IVR on their English as a Foreign Language (EFL) and transferable skills. The integration analysis revealed that students felt an improvement in transferable skills, but their English skills still needed improvement in pronunciation and vocabulary. In addition, IVR helped undergraduate students overcome English learning difficulties. They reported a decrease in the anxiety they experienced when using IVR in real-life scenarios, although they saw it as a useful tool to improve transferable skills. According to the results of the study, IVR had a statistically significant effect on undergraduate students’ transferability of skills. Although most users found IVR to be an engaging learning experience with realistic settings and fun activities, they recognized that the use of avatars could sometimes be a hindrance in designing stories using EFL. We offer implications for improving foreign language learning using IVR technology. By implementing the most effective teaching models in the metaverse, it is important to create, design, and manage VR platforms in a structured way that reflects modern student-oriented learning, learning satisfaction, and improve learning outcomes based on these results for future education, namely in design thinking, computational thinking, and critical thinking, as well as improving overall language competence. While research has found some difficulties in integrating IVR for language learning, it has also found substantial links between IVR use and greater engagement, critical thinking, and the development of creative skills in the twenty-first century. > [!keywords]- > keywords:: > [!authors]- > authors:: Muthmainnah Muthmainnah, Luis Cardoso, Abdul Gafur Marzuki, Ahmad Al Yakin > [!meta]- > url:: https://link.springer.com/10.1007/s43621-025-00913-7 > doi:: > [!related]- > [!hypothesis]- > hypothesis:: > [!methodology]- > methodology:: > [!result]- Result(s) > results:: > [!summary]- Summary of Key Points > summary:: ## Notes | <mark class="hltr-grey">Highlight Color</mark> | Meaning | | ---------------------------------------------- | --------------------------- | | <mark class="hltr-red">Red</mark> | información imprescindible | | <mark class="hltr-orange">Orange</mark> | Información Importante | | <mark class="hltr-yellow">Yellow</mark> | Información Interesante | | <mark class="hltr-green">Green</mark> | Temas y sub temas | | <mark class="hltr-blue">Blue</mark> | Citas relevantes del autor | | <mark class="hltr-purple">Purple</mark> | Temas nuevos por investigar | - <mark class="hltr-blue">"opinions about the impact of IVR”</mark> [Page ](zotero://open-pdf/library/items/YEPJ444U?page=&annotation=GM6YL7ZR) Tag - <mark class="hltr-blue">"hey saw it as a useful tool to improve transferable skills. According to the results of the study, IVR had a statistically significant effect on undergraduate students’ transferability of skills. Although most users found IVR to be an engaging learning experience with realistic settings and fun activities, they recognized that the use of avatars could sometimes be a hindrance in designing stories using EFL. We offer implications for improving foreign language learning using IVR technology. By implementing the most effecti”</mark> [Page ](zotero://open-pdf/library/items/YEPJ444U?page=&annotation=BJW43MU3) Tag - <mark class="hltr-blue">"o access a virtual reality (VR) environment and fully immerse themselves in it while wearing a headset. Students can navigate complex scenarios, interact with virtual objects, and explore simulated areas using virtual reality. Students can clearly understand complex ideas to the unmatched level of engagement provided by technologically advanced simulations, historical recreations, and rigorous scientific investigations. There is strong evidence to suggest that the emergence of Industry 4.0 has had a significant impact on”</mark> [Page 2](zotero://open-pdf/library/items/YEPJ444U?page=2&annotation=44VTBMED) Tag - <mark class="hltr-purple">"l environments benefit greatly from critical thinking because it encourages intellectual rigor, increases understanding of subject matter, and ultimately produces more innovative and meaningful results [15]. Our research centers on university-wide English courses that use a theoretical framework that incorporates transferable skills. From defining problems and simplifying problems to generating ideas and creating prototypes, this course will teach students everything they need to know to become great speakers. This study’s main research questions are as follows: (1) How does IVR technology affect the transferable skills and EFL language abilities of undergraduate students? (2) Are IVR media and technologies necessary to develop transferable EFL language abilities? Furthermore, this study aims to investigate how a VR-based learning model for EFL language classes influences changes in students’ mentality, readiness to innovate, and ability to overcome real-world challenges. This research will expand the discussion about why universities, especially in Indonesia, need students with diverse skills. Teachers and stakeholders will greatly benefit from their thinking about”</mark> [Page 3](zotero://open-pdf/library/items/YEPJ444U?page=3&annotation=BNS9EYAL) Tag > [!context]- > ==(How this article relates to other work in the field; how it ties in with key issues and findings by others, including yourself)== > context:: > [!significance]- > ==(to the field; in relation to your own work)== > significance::