Mythology Meets Technology: Transforming a 2D Game into a Virtual Reality Journey for Language Reconnection

This paper explores the transformation of the 2D language learning game, Cipher, into a 3D Virtual Reality (VR) experience to enhance Irish language learning and reconnection. Despite the Irish language's official status, its use is limited in day-to-day life, necessitating innovative educational methods. The VR adaptation integrates sociocultural theory and elements of Irish folklore and mythology to create an immersive learning environment. A study with 20 participants from primary and secondary schools was undertaken to evaluate user satisfaction with the VR game. Preliminary results show that the VR version enhances engagement and motivation compared to the earlier 2D evaluations. This research demonstrates the potential of VR to create transformative educational and cultural experiences in language learning. Further research is required to investigate its impact on learning.

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Publication Details

Published
2024-12-05
DOI
https://doi.org/10.1109/icir64558.2024.10976767
Primary Topic
Digital Storytelling and Education
Type
article
Field-Weighted Citation Impact
0.00
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article

Mythology Meets Technology: Transforming a 2D Game into a Virtual Reality Journey for Language Reconnection

Elaine Uí Dhonnchadha, Haoyang Du, Liang Xu, Monica Ward et al.
Digital Storytelling and Education
article

Mythology Meets Technology: Transforming a 2D Game into a Virtual Reality Journey for Language Reconnection

Elaine Uí Dhonnchadha, Haoyang Du, Liang Xu, Monica Ward, Cathy Ennis, Songkai Jia, Mark Andrade
article en

Abstract

This paper explores the transformation of the 2D language learning game, Cipher, into a 3D Virtual Reality (VR) experience to enhance Irish language learning and reconnection. Despite the Irish language's official status, its use is limited in day-to-day life, necessitating innovative educational methods. The VR adaptation integrates sociocultural theory and elements of Irish folklore and mythology to create an immersive learning environment. A study with 20 participants from primary and secondary schools was undertaken to evaluate user satisfaction with the VR game. Preliminary results show that the VR version enhances engagement and motivation compared to the earlier 2D evaluations. This research demonstrates the potential of VR to create transformative educational and cultural experiences in language learning. Further research is required to investigate its impact on learning.

Trinity College Dublin (IE), Technological University Dublin (IE), Dublin City University (IE)
Openalex Percentile: Top 57%
Digital Storytelling and Education
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