TY - GEN
T1 - Molidvipa
T2 - 3rd World Conference on Information Systems for Business Management, ISBM 2024
AU - Seetharam, Anirudh
AU - Kumar, Tarun
N1 - Publisher Copyright:
© The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd. 2025.
PY - 2025
Y1 - 2025
N2 - This paper explores the challenge of effective language learning in regional Indian languages through a virtual reality (VR) application, ‘Molidvipa’, integrating variability and gamification. Positioned within a 3D environment, users engage in real-life scenarios tailored for different proficiency levels in regional Indian languages. Recent studies underscore VR’s emerging role in non-native language acquisition, offering an immersive setting that fosters learner autonomy, achievement, retention, and personalised learning. Primary research involved a virtual survey spanning diverse age groups and backgrounds. The proposed framework integrates established methods, modern methods, variability, and gamification to provide an effective language learning experience. The prototype is developed using the Google VR Software Development Kit on Unity, while the mock application created on Figma enables language and proficiency selection. Furthermore, the aspect of variability ensures exposure to a wide array of examples, enhancing the ability of learners to apply language skills across multiple contexts. Additionally, the application has an element of gamification which allows learners to achieve ranks by fulfilling certain requirements, to keep them motivated. Feedback about the application revealed that it effectively integrates teaching methods, incorporates variability, and fosters competitiveness through gamification, but highlighted a need for comprehensive language skill coverage. In conclusion, Molidvipa effectively harnesses VR, variability, and gamification to enrich regional Indian language learning. Future research should expand language learning by adding multiple encounters in regional languages and testing with diverse participants.
AB - This paper explores the challenge of effective language learning in regional Indian languages through a virtual reality (VR) application, ‘Molidvipa’, integrating variability and gamification. Positioned within a 3D environment, users engage in real-life scenarios tailored for different proficiency levels in regional Indian languages. Recent studies underscore VR’s emerging role in non-native language acquisition, offering an immersive setting that fosters learner autonomy, achievement, retention, and personalised learning. Primary research involved a virtual survey spanning diverse age groups and backgrounds. The proposed framework integrates established methods, modern methods, variability, and gamification to provide an effective language learning experience. The prototype is developed using the Google VR Software Development Kit on Unity, while the mock application created on Figma enables language and proficiency selection. Furthermore, the aspect of variability ensures exposure to a wide array of examples, enhancing the ability of learners to apply language skills across multiple contexts. Additionally, the application has an element of gamification which allows learners to achieve ranks by fulfilling certain requirements, to keep them motivated. Feedback about the application revealed that it effectively integrates teaching methods, incorporates variability, and fosters competitiveness through gamification, but highlighted a need for comprehensive language skill coverage. In conclusion, Molidvipa effectively harnesses VR, variability, and gamification to enrich regional Indian language learning. Future research should expand language learning by adding multiple encounters in regional languages and testing with diverse participants.
KW - Extended reality
KW - Gamification
KW - Language
KW - Variability
KW - Virtual reality
UR - https://www.scopus.com/pages/publications/105009910351
U2 - 10.1007/978-981-96-1206-2_18
DO - 10.1007/978-981-96-1206-2_18
M3 - Conference contribution
AN - SCOPUS:105009910351
SN - 9789819612055
T3 - Smart Innovation, Systems and Technologies
SP - 227
EP - 243
BT - Information Systems for Intelligent Systems - Proceedings of ISBM 2024
A2 - In, Chakchai So
A2 - Londhe, Narendra S.
A2 - Bhatt, Nityesh
A2 - Kitsing, Meelis
PB - Springer Science and Business Media Deutschland GmbH
Y2 - 12 September 2024 through 13 September 2024
ER -