Research on Japanese Culture Course Design Based on Virtual Reality Technology
- 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.
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 -