Lecture Notes in Education Psychology and Public Media
- The Open Access Proceedings Series for Conferences
Vol. 11, 26 October 2023
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With the rapid development of virtual reality (VR) technology, it has become a trend to apply VR technology to assist teaching in the field of education. At present, the learning of traditional poetry is often in the form of book learning. The lack of physical and sensory interaction in the learning process leads to a lack of initiative and enthusiasm for learning, resulting in low learning efficiency. Based on this background, this paper develops a poetry learning game based on VR technology, which creates interactive scenarios based on the depiction of poems and allows users to learn poems in an immersive experience. Users can complete their poetry learning objectives by experiencing the game’s plots and completing game tasks. Based on embodied cognition theory, the game applies the strong sense of presence and immersion of VR technology to enhance the interaction between the user’s body and the poetry scene, thus improving the user’s knowledge and understanding of the poetry, deepening their memory of the poetry and enabling them to learn in a more effective and interesting form. The game uses Cinema4D to design and model the poetry scenes and the game engine Unity to realize the interaction with the user. Through the study of the game scenes and user evaluation, the experimental results show that the game achieves the design purpose and has an application value.
virtual reality, game, poetry, cognitive perspective
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The datasets used and/or analyzed during the current study will be available from the authors upon reasonable request.
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