Interactivity And Immersion: A Reference Framework for A Set of Comprehension Activities in French as A Foreign Language.

Authors

DOI:

https://doi.org/10.26754/ojs_reitt/eitt.2026712253

Keywords:

Reference Framework, Immersion, FFL, Interactivity, Comprehension

Abstract

Studies on immersive technologies (VR, AR, Genially, H5P, etc.) report the results of numerous one-off experiments, but without proposing transferable frameworks that would help teachers design their own instructional tools. The proposal of a reference framework for the development of interactive and immersive devices addresses the lack of transferable methodological tools that have enabled us, as teachers, to design coherent learning pathways based on these technologies. Our framework is presented here as a conceptual framework, an operational synthesis of insights from the literature (presence, motivation, multimodality, feedback) and empirical results (learner surveys, performance outcomes) from our experiment. It is based on a project of designing and implementing an interactive and immersive device through the Genial.ly platform for comprehension activities in French as a Foreign Language (FFL) with A2-B1 level students. Such a framework would constitute concrete support for the educational community by providing practical guidelines adaptable to various FFL teaching contexts. After a review of the scientific literature on interactivity and immersive learning, we will return to the design of our device and analyze the immersive principles in order to propose a reference framework that may serve as a methodological anchor, enabling other practitioners to appropriate and adapt the model to their own reality.

Downloads

Download data is not yet available.

Author Biography

References

Anane C (2024) “Impact of a game-based tool on student engagement in a foreign language course: a three-term analysis”. Frontiers in Education, (9). https://doi.org/10.3389/feduc.2024.1430729 DOI: https://doi.org/10.3389/feduc.2024.1430729

Bertrand, M. C. (2024) : « "Prendre voix": une expérience de paysage sonore en classe de FLE à l’université ». Études de lettres, (323), pp. 153-174. https://doi.org/10.4000/11qek DOI: https://doi.org/10.4000/11qek

Castilla-Cuesta, L. (2022). “Using Genially games for enhancing EFL reading and writing skills in online education”. International Journal of Learning, Teaching and Educational Research, 21(1), pp. 340-354. https://doi.org/10.26803/ijlter.21.1.19 DOI: https://doi.org/10.26803/ijlter.21.1.19

Cabrera-Solano, P. (2022). “Game-based learning in higher education: The pedagogical effect of genially games in English as a foreign language instruction”. International Journal of Educational Methodology, 8(4), pp. 719-729. https://doi.org/10.12973/ijem.8.4.719 DOI: https://doi.org/10.12973/ijem.8.4.719

Corsin, J. (2024). « Analyse de deux récits interactifs, immersifs et numériques ». Synergies, (17), pp. 141-160. https://gerflint.fr/images/revues/Espagne/Espagne17/corsin.pdf

Delplancq, V., Costa, A. M., Pereira, J., Martin, J. A. S. C., Casañ-Pitarch, R., Gillain, R., et Fidalgo, S. (2025). "The evolution of foreign language learning in higher education: a risky approach". Dans: Carmo, M. (Coord.). Proceedings of Education and New Developments, (2). Portugal: World Institute for Advanced Research and Science (WIARS), pp 416-420. https://doi.org/10.36315/2025v2end091 DOI: https://doi.org/10.36315/2025v2end091

Dede, C. (2009). “Immersive interfaces for engagement and learning”. Science, (323), pp. 66-69. https://doi.org/10.1126/science.116731 DOI: https://doi.org/10.1126/science.1167311

Duée, C. et Martin, J. (2021) : « Apprentissage immersif du FLE: potentiels des applications et scénario ludo-éducatif ». Anales de Filología Francesa, (29), pp. 183–199. https://doi.org/10.6018/analesff.483991 DOI: https://doi.org/10.6018/analesff.483991

Duée, C., et Martín, J. (2022). Enseignement immersif des langues étrangères au moyen des technologies virtuelles. Cuenca: Ediciones de la Universidad de Castilla-La Mancha. https://doi.org/10.18239/atenea_2022.40.00

Fernandes, F. A., Camargo Rodrigues, C. S., Teixeira, E. N., et Werner, C. (2022). “Immersive learning frameworks: A systematic literature review”. Education and Information Technologies. https://doi.org/10.48550/arXiv.2208.14179

Ficarra, A. (2023). “Online ESP Learning through H5P© Project Activities. A Digital Opportunity for Organic Enterprises”. Iperstoria. Journal of American and English Studies, (21), pp. 128-152. https://doi.org/10.13136/2281-4582/2023.i21.1316

Guichon, N., Thiburce, J., Lascar, J., et Doulfaquar, S. (2022). « Concevoir des parcours immersifs en français langue seconde pour préparer les étudiants étrangers à la mobilité ». Alsic, 25(2). https://doi.org/10.4000/alsic.6319 DOI: https://doi.org/10.4000/alsic.6319

Kilic, S. et Vorger, C. (2024) : « Expériences muséales et sensorielles en français langue étrangère ». Études de lettres, (323). https://doi.org/10.4000/11qen DOI: https://doi.org/10.4000/11qen

Lepire, C. (2024). « Cadre de référence réflexif pour élaborer, implanter et évaluer un dispositif de reconnaissance d’acquis et de compétences : l’apport d’ordres professionnels québécois ». Revue hybride de l'éducation, 8(3), pp. 1–22. https://doi.org/10.1522/rhe.v8i3.1491 DOI: https://doi.org/10.1522/rhe.v8i3.1491

Martin, J. (2022). « L’apprentissage immersif par technologies (réalité virtuelle et augmentée), des langues et cultures étrangères dans les recherches scientifiques ». Dans Duée, C., et Martín, J. (Coords.). Enseignement immersif des langues étrangères au moyen des technologies virtuelles. Cuenca: Ediciones de la Universidad de Castilla-La Mancha, pp. 23-36. https://doi.org/10.18239/atenea_2022.40.00 DOI: https://doi.org/10.18239/atenea_2022.40.00

Pérez-Jorge, D. Olmos-Raya, E., González-Contreras, A.I. et Pérez-Pérez, I. (2025). “Technologies applied to education in the learning of English as a foreign language: A review”. Frontiers in Education, (10). https://doi.org/10.3389/feduc.2025.1481708 DOI: https://doi.org/10.3389/feduc.2025.1481708

Pham, A. T. (2023). “The impact of gamified learning using Quizizz on ESL learners’ grammar achievement”. Contemporary Educational Technology, 15(2), ep410. https://doi.org/10.30935/cedtech/12923 DOI: https://doi.org/10.30935/cedtech/12923

Quintero Cevallos, M. E. (2022). “Kahoot y su aplicación en actividades de evaluación en el proceso de enseñanza- aprendizaje”. Dominio De Las Ciencias, 8(3), pp. 524–538. https://doi.org/10.23857/dc.v8i3.2943

Reynolds, E., D. et Taylor, B. (2024). “Kahoot! in Korean university EFL: Is it effective for vocabulary learning?”. Computer-Assisted Language Learning Electronic Journal, 21(2), pp. 70-92. https://callej.org/index.php/journal/article/view/298

Weng, Y., Schmidt, M., Huang, W., et Hao, Y. (2024). "The effectiveness of immersive learning technologies in K–12 English as second language learning: A systematic review". ReCALL, 36(2), pp. 210–229. https://doi.org/10.1017/S0958344023000202 DOI: https://doi.org/10.1017/S0958344024000041

Downloads

Published

2026-04-30

How to Cite

Interactivity And Immersion: A Reference Framework for A Set of Comprehension Activities in French as A Foreign Language. (2026). Revista educación, investigación, innovación Y Transferencia, 7, 28-50. https://doi.org/10.26754/ojs_reitt/eitt.2026712253