Skip to main navigation Skip to search Skip to main content

Rekindling Connections to Languages through Socio-Cultural Immersion Using Game-Based Learning and Virtual Reality: Cipher VR Case Study

  • Liang Xu
  • , Haoyang Du
  • , Songkai Jia
  • , Cathy Ennis
  • , Elaine Uí Dhonnchadha
  • , Monica Ward

Research output: Contribution to journalConference articlepeer-review

Abstract

Traditional language learning methods often fall short in engaging learners, especially in the context of indigenous languages like Irish. In this study we show how the language learning game Cipher VR combines digital game-based language learning with Virtual Reality (VR) to reconnect learners with indigenous languages, using the Irish language as a case study. Initially designed for English, Cipher has undergone several iterations to adapt to the Irish context, and is now completing its metamorphosis into a VR platform aimed at meeting the needs of less-resourced and endangered languages. This paper explores Cipher VR's development, emphasising the learner-centric design that merges educational aims, engaging gameplay and a culturally grounded approach to create an immersive and motivating learning experience.

Original languageEnglish
Pages (from-to)872-877
Number of pages6
JournalProceedings of the European Conference on Games-based Learning
Volume18
Issue number1
DOIs
Publication statusPublished - 2024
Event18th European Conference on Games Based Learning, ECGBL 2024 - Aarhus, Denmark
Duration: 3 Oct 20244 Oct 2024

Keywords

  • Cultural heritage
  • Game-based learning
  • Indigenous language
  • second language acquisition
  • Virtual reality

Fingerprint

Dive into the research topics of 'Rekindling Connections to Languages through Socio-Cultural Immersion Using Game-Based Learning and Virtual Reality: Cipher VR Case Study'. Together they form a unique fingerprint.

Cite this