Game-Based Virtual Reality for Languaculture Learning: An Example of the Forbidden City

Authors

  • Junjie Gavin Wu School of Foreign Languages Shenzhen Technology University Shenzhen, China
  • Danyang Zhang School of Foreign Languages Shenzhen University Shenzhen, China
  • Minjuan Wang Learning Design and Technology San Diego State University San Diego, California, USA

DOI:

https://doi.org/10.56198/

Keywords:

Language learning, Culture learning, VR

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.

Published

03-12-2025

How to Cite

Game-Based Virtual Reality for Languaculture Learning: An Example of the Forbidden City. (2025). Immersive Learning Research - Academic, 1(1), 164-168. https://doi.org/10.56198/

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