@inproceedings{0c0be26ebba54cce969645a021649638,
title = "Gamified Constructivist Teaching in Metaverse: Revolutionizing Language Learning in University via an Immersive Experience",
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.",
keywords = "Constructivist, Gamification, Higher Education, Language Learning, Metaverse",
author = "Ng, \{Peter H.F.\} and Har, \{Frankie T.K.\} and Tai, \{Ken S.K.\} and Leung, \{Winnie C.L.\} and Chen, \{Peter Q.\} and Laura Zhou and Lam, \{Joe K.H.\} and Law, \{Helen K.W.\} and Chen Li and Lam, \{Yan Yan\} and Qing Li",
note = "Publisher Copyright: {\textcopyright} 2024 IEEE.; 2nd IEEE International Conference on Metaverse Computing, Networking, and Applications, MetaCom 2024 ; Conference date: 12-08-2024 Through 14-08-2024",
year = "2024",
doi = "10.1109/MetaCom62920.2024.00035",
language = "English",
series = "Proceedings - 2024 IEEE International Conference on Metaverse Computing, Networking, and Applications, MetaCom 2024",
publisher = "Institute of Electrical and Electronics Engineers Inc.",
pages = "151--157",
booktitle = "Proceedings - 2024 IEEE International Conference on Metaverse Computing, Networking, and Applications, MetaCom 2024",
}