Proceedings of the 2025 International Conference on Educational Innovation and Information Technology (EIIT 2025)

Research on Japanese Culture Course Design Based on Virtual Reality Technology

Authors
Tingting Zhu1, *, Zhenxin Lei1
1School of Foreign Languages, Shenyang Jianzhu University, Shenyang, China
*Corresponding author. Email: 85415387@qq.com
Corresponding Author
Tingting Zhu
Available Online 15 December 2025.
DOI
10.2991/978-2-38476-497-6_9How to use a DOI?
Keywords
Virtual Reality; Japanese Culture; Course Design; Language Learning; Cultural Experience
Abstract

Virtual Reality (VR) technology significantly enhances learners’ cultural immersion, stimulates engagement, and improves pedagogical outcomes. This study develops a tiered VR-enhanced Japanese cultural curriculum grounded in embodied cognition theory and constructivist principles. The framework synergizes immersive VR scenarios with language tasks through a three-phase cognitive progression model: foundational cultural norm training via situational simulations at the introductory level; aesthetic perception deepening and convention internalization through multimodal interaction at the intermediate level; and cultivation of cross-cultural critical thinking via cultural conflict decision-making at the advanced level. An iterative “perception-practice-reflection” cognitive cycle integrates formative-summative assessments within a multidimensional evaluation system. Empirically validated through controlled experiments, the curriculum demonstrably enhances cultural comprehension depth, contextual language application competence, and learning motivation. Our contributions—a VR-integrated pedagogical framework, granular resource design methodology, and multidimensional assessment scheme—offer innovative paradigms for Japanese cultural education.

Copyright
© 2025 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

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Volume Title
Proceedings of the 2025 International Conference on Educational Innovation and Information Technology (EIIT 2025)
Series
Advances in Social Science, Education and Humanities Research
Publication Date
15 December 2025
ISBN
978-2-38476-497-6
ISSN
2352-5398
DOI
10.2991/978-2-38476-497-6_9How to use a DOI?
Copyright
© 2025 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

Cite this article

TY  - CONF
AU  - Tingting Zhu
AU  - Zhenxin Lei
PY  - 2025
DA  - 2025/12/15
TI  - Research on Japanese Culture Course Design Based on Virtual Reality Technology
BT  - Proceedings of the 2025 International Conference on Educational Innovation and Information Technology (EIIT 2025)
PB  - Atlantis Press
SP  - 77
EP  - 86
SN  - 2352-5398
UR  - https://doi.org/10.2991/978-2-38476-497-6_9
DO  - 10.2991/978-2-38476-497-6_9
ID  - Zhu2025
ER  -