This paper explores the challenge of effective language learning in regional Indian languages through a virtual reality (VR) application, ‘Molidvipa’, integrating variability and gamification. Positioned within a 3D environment, users engage in real-life scenarios tailored for different proficiency levels in regional Indian languages. Recent studies underscore VR’s emerging role in non-native language acquisition, offering an immersive setting that fosters learner autonomy, achievement, retention, and personalised learning. Primary research involved a virtual survey spanning diverse age groups and backgrounds. The proposed framework integrates established methods, modern methods, variability, and gamification to provide an effective language learning experience. The prototype is developed using the Google VR Software Development Kit on Unity, while the mock application created on Figma enables language and proficiency selection. Furthermore, the aspect of variability ensures exposure to a wide array of examples, enhancing the ability of learners to apply language skills across multiple contexts. Additionally, the application has an element of gamification which allows learners to achieve ranks by fulfilling certain requirements, to keep them motivated. Feedback about the application revealed that it effectively integrates teaching methods, incorporates variability, and fosters competitiveness through gamification, but highlighted a need for comprehensive language skill coverage. In conclusion, Molidvipa effectively harnesses VR, variability, and gamification to enrich regional Indian language learning. Future research should expand language learning by adding multiple encounters in regional languages and testing with diverse participants.

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Molidvipa: A Virtual Reality Application Which Uses Variability to Teach Regional Indian Languages

  • Anirudh Seetharam,
  • Tarun Kumar

摘要

This paper explores the challenge of effective language learning in regional Indian languages through a virtual reality (VR) application, ‘Molidvipa’, integrating variability and gamification. Positioned within a 3D environment, users engage in real-life scenarios tailored for different proficiency levels in regional Indian languages. Recent studies underscore VR’s emerging role in non-native language acquisition, offering an immersive setting that fosters learner autonomy, achievement, retention, and personalised learning. Primary research involved a virtual survey spanning diverse age groups and backgrounds. The proposed framework integrates established methods, modern methods, variability, and gamification to provide an effective language learning experience. The prototype is developed using the Google VR Software Development Kit on Unity, while the mock application created on Figma enables language and proficiency selection. Furthermore, the aspect of variability ensures exposure to a wide array of examples, enhancing the ability of learners to apply language skills across multiple contexts. Additionally, the application has an element of gamification which allows learners to achieve ranks by fulfilling certain requirements, to keep them motivated. Feedback about the application revealed that it effectively integrates teaching methods, incorporates variability, and fosters competitiveness through gamification, but highlighted a need for comprehensive language skill coverage. In conclusion, Molidvipa effectively harnesses VR, variability, and gamification to enrich regional Indian language learning. Future research should expand language learning by adding multiple encounters in regional languages and testing with diverse participants.