Embodied Learning for Japanese Language Education

Our team investigates whether virtual reality can enhance second-language learning tasks, using Japanese as a case study.

poster

Description

Learning a new writing system is intimidating, especially at the beginning. Our project explores how Virtual Reality (VR) can support second-language learning by making practice more interactive and engaging, using Japanese hiragana as our case study.

We built a VR learning experience on the Meta Quest 3 that teaches beginners the 46 basic hiragana characters through short daily lessons. The key idea is embodied interaction: instead of only tapping through 2D slides, learners can directly manipulate learning representations in 3D. To study whether embodiment actually helps learning (not just enjoyment), our system includes two lesson modes:

  • Low-embodiment mode: a flat instructional panel in VR (similar to traditional computer-based practice).
  • High-embodiment mode: interactive 3D objects that learners can grab, rotate, and transform using the controllers.

Both modes present the same content and feedback, but differ in how learners interact with it. We evaluate the experience through a controlled user study with pre-tests, post-tests, and a 7-day delayed test, measuring both retention and near transfer (including recognition in novel fonts and paper writing). We also collect in-app logs and survey feedback to understand how engagement and cognitive load relate to learning outcomes.