Lecture Notes in Education Psychology and Public Media

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Lecture Notes in Education Psychology and Public Media

Vol. 11, 26 October 2023


Open Access | Article

An Educational Virtual Reality Game from an Embodied Cognitive Perspective -Take the Game “Poetry” as an Example

Zihan Kong * 1
1 University College London

* Author to whom correspondence should be addressed.

Lecture Notes in Education Psychology and Public Media, Vol. 11, 102-110
Published 26 October 2023. © 2023 The Author(s). Published by EWA Publishing
This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
Citation Zihan Kong. An Educational Virtual Reality Game from an Embodied Cognitive Perspective -Take the Game “Poetry” as an Example. LNEP (2023) Vol. 11: 102-110. DOI: 10.54254/2753-7048/11/20230724.

Abstract

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.

Keywords

virtual reality, game, poetry, cognitive perspective

References

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Data Availability

The datasets used and/or analyzed during the current study will be available from the authors upon reasonable request.

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Volume Title
Proceedings of the 4th International Conference on Educational Innovation and Philosophical Inquiries
ISBN (Print)
978-1-83558-047-9
ISBN (Online)
978-1-83558-048-6
Published Date
26 October 2023
Series
Lecture Notes in Education Psychology and Public Media
ISSN (Print)
2753-7048
ISSN (Online)
2753-7056
DOI
10.54254/2753-7048/11/20230724
Copyright
26 October 2023
Open Access
This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited

Copyright © 2023 EWA Publishing. Unless Otherwise Stated