Game-based virtual reality for languaculture learning: An example of the forbidden city

Junjie Gavin WU, Danyang ZHANG, Minjuan WANG

Research output: Chapter in Book/Report/Conference proceedingChapters

5 Citations (Scopus)

Abstract

In the digital era, learners are closely engaged with various kinds of technologies. Particularly, virtual reality (VR) has revolutionized our conventional ways of teaching and learning. Despite the wide adoptions of VR in education, our knowledge of how VR can facilitate EFL learners' L2 linguistic and L1 native culture learning is fairly limited. The present work-in-progress paper reports on an on-going study that explores a self-developed VR system, which aims to support Chinese learners in improving their English language knowledge and Chinese culture knowledge via a simulated world. Research design and methods will also be discussed in this short paper. Copyright © 2022 Immersive Learning Research Network.

Original languageEnglish
Title of host publicationProceedings of 2022 8th International Conference of the Immersive Learning Research Network, iLRN 2022
Place of PublicationUSA
PublisherIEEE
ISBN (Electronic)9781734899528
DOIs
Publication statusPublished - 2022

Citation

Wu, J. G., Zhang, D., & Wang, M. (2022). Game-based virtual reality for languaculture learning: An example of the forbidden city. In Proceedings of 2022 8th International Conference of the Immersive Learning Research Network, iLRN 2022. IEEE. https://doi.org/10.23919/iLRN55037.2022.9815946

Keywords

  • Language learning
  • Culture learning
  • VR

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