Gamified Constructivist Teaching in Metaverse: Revolutionizing Language Learning in University via an Immersive Experience

Research output: Chapter in book / Conference proceedingConference article published in proceeding or bookAcademic researchpeer-review

Abstract

Acquiring a second language at the university level can be a challenging endeavor, especially for adolescents who may experience apprehension about speaking and practicing in the presence of their peers. To surmount these obstacles, the utilization of the metaverse for language learning emerges as a viable strategy. However, the current landscape of metaverse platforms often reveals a deficiency in the functionalities required for efficient autonomous learning. In response to this predicament, we have developed a metaverse-based game, Questverse, integrated with Spatial.io, to foster an environment conducive to immersive learning activities. This platform not only facilitates interaction between instructors and learners but also introduces an innovative online game focused on stage speech training. Features such as customizable avatars and PolyU virtual coins have been incorporated to enhance student engagement.A distinguished feature of Questverse is the incorporation of a chatbot designed to support self-directed learning. This tool allows learners to hone their language abilities independently, with immediate feedback and performance assessments. Rigorous evaluations involving various student demographics have been undertaken, yielding optimistic outcomes. The findings affirm the platform's efficacy in augmenting language proficiency and bolstering learners' confidence in their language capabilities.A specialized questionnaire, GCTM, has been devised to assess further our course design's impact, which is grounded in constructivist teaching principles and game development. This learner-oriented approach enables us to glean insights from the students' perspectives on their experiences within the metaverse, thus providing a comprehensive understanding of the effectiveness of our educational strategies.

Original languageEnglish
Title of host publicationProceedings - 2024 IEEE International Conference on Metaverse Computing, Networking, and Applications, MetaCom 2024
PublisherInstitute of Electrical and Electronics Engineers Inc.
Pages151-157
Number of pages7
ISBN (Electronic)9798331515997
DOIs
Publication statusPublished - 2024
Event2nd IEEE International Conference on Metaverse Computing, Networking, and Applications, MetaCom 2024 - Hong Kong, China
Duration: 12 Aug 202414 Aug 2024

Publication series

NameProceedings - 2024 IEEE International Conference on Metaverse Computing, Networking, and Applications, MetaCom 2024

Conference

Conference2nd IEEE International Conference on Metaverse Computing, Networking, and Applications, MetaCom 2024
Country/TerritoryChina
CityHong Kong
Period12/08/2414/08/24

Keywords

  • Constructivist
  • Gamification
  • Higher Education
  • Language Learning
  • Metaverse

ASJC Scopus subject areas

  • Artificial Intelligence
  • Computer Networks and Communications
  • Computer Science Applications
  • Hardware and Architecture
  • Software
  • Media Technology

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