Construction and Effectiveness Evaluation of Virtual Reality-based Immersive Learning Environments in International Chinese Language Teaching and Learning
Published Online: Sep 26, 2025
Received: Jan 18, 2025
Accepted: Apr 19, 2025
DOI: https://doi.org/10.2478/amns-2025-1047
Keywords
© 2025 Xiaoyan Wang, published by Sciendo
This work is licensed under the Creative Commons Attribution 4.0 International License.
Currently, with the rise of China’s economy and culture, there is a growing demand for international Chinese language education. There are more and more Chinese learners around the world, who come from different countries and regions with different cultural backgrounds and language levels. Therefore, international Chinese language education needs to develop diversified teaching resources and methods to meet the needs of different learners [1-4]. However, at the same time, international Chinese language education also faces some challenges. For example, the grammar and vocabulary of Chinese are very different from those of Western languages, which bring some difficulties to learners, and the phonology of Chinese is also more complicated, which requires special teaching methods [5-8], so it is of great significance to construct immersive learning with virtual reality technology for international Chinese language teaching.
In recent years, with the booming development of virtual reality technology, the application of virtual reality in teaching as a new type of teaching means more and more interest, there are more and more schools, educational institutions and teachers see its role in the field of education and teaching, more and more colleges and universities have introduced virtual reality into the curriculum teaching [9-12]. Teaching with virtual reality is an instructional tool that can build immersive learning environments, support teachers and students to create their own objects in a specific instructional mode, give teachers and students experiences that are not available in the real world, and allow for multiple forms of interaction between learners [13-16]. Immersion is an optimal state of intrinsic motivation in which people are completely focused on their work. Interactive artificial worlds generated in virtual reality teaching can make the learners in them feel immersed in the virtual environment and achieve higher learning efficiency [17-20].
Based on the connotation and characteristics of virtual reality technology, this paper designs a strategy for building an immersive Chinese learning environment based on VR technology, and verifies the effectiveness of the strategy in teaching experiments. Among them, it focuses on the intelligent grouping problem in the immersive Chinese learning environment, improves the selection operator of the genetic algorithm by combining the roulette method and the optimal individual preservation strategy, improves the crossover and variation operators by using the logistic function, and realizes the intelligent grouping by using the improved genetic algorithm. And in the teaching experiment, this paper utilizes the independent samples t-test and paired samples t-test method to verify the significant superiority of the experimental group using VR immersive learning environment in terms of Chinese language proficiency enhancement and reinforcement of learning interest and learning attitude.
VR technology integrates a variety of high-tech, is the highest level of multimedia applications. This technology is based on computer technology and head-mounted display technology as the core fusion sensors, with eye-tracking, data gloves and big data and other multi-disciplinary technologies to generate a three-dimensional virtual world, through the handle or data gloves to achieve human-computer interaction, to achieve the effect of expanding the perceptual boundaries of human beings, it is a kind of computer simulation technology that can create virtual worlds and provide simulation experience with a very high degree of experience, combined with the network that can satisfy the requirements of VR applications Combined with 5G technology that can meet the network and latency requirements of VR applications, the immersive nature of virtual situations can be truly realized.
The VR system needs to realize the generation of virtual environment, the natural interaction between the experiencer and the virtual environment, the recognition of various forms of input and the generation of corresponding feedback information in real time, as well as the establishment of the environment model, the generation of virtual sound, the establishment of a database to manage the information of all objects in the entire virtual environment. Key technologies include dynamic environment modeling technology, real-time 3D graphics generation technology, real-time drawing technology, stereoscopic display and sensor technology and system integration technology.
Dynamic environment modeling technology Creating a virtual situation is the core content of VR technology, and different tools and technologies are used for dynamic modeling according to the actual environment. Relatively regular environment using CAD technology from the actual environment to obtain three-dimensional data, irregular environment needs to use non-contact visual modeling technology to obtain three-dimensional data, in the actual application, you can combine the two ways of data acquisition, you can improve the accuracy and efficiency of the actual environment of three-dimensional data acquisition, and then according to the application requirements according to the acquired data to build the corresponding Virtual environment model. Real-time 3D graphics generation technology Three-dimensional graphics generation technology has been more mature, OpenGL and Direct 3D are two more commonly used to generate real-time image API, through the modeling, scene layout and drawing three stages can create three-dimensional graphics. The key is “real-time”, in order to improve the refresh frequency without reducing the quality and complexity of the graphics, at least to ensure that the graphics refresh frequency is not less than 15 frames / second, preferably higher than 30 frames / second in order to realize the real “real-time”. Real sense of real-time drawing technology Virtual environments not only need a real sense of three-dimensionality, but also must be generated in real time, which must use the real sense of real-time drawing technology. Real-time real-time drawing refers to a certain time to complete the real sense of drawing technology. The meaning of “realism” includes geometric realism, behavioral realism and lighting realism. The meaning of “real-time” includes real-time calculation and dynamic drawing of the position and attitude of the moving object, the screen is updated to the extent that the human eye can not observe flickering, and the system can immediately respond to the user’s input and produce the corresponding scene as well as event synchronization. Stereoscopic display and sensor technology Because there is a distance of 4-6cm between human eyes, so when looking at the same object, there is a difference between the images in the two eyes, transported to the brain, see the image with depth of field, which is the stereoscopic imaging principle of computers and projection systems. Sensor technology is an important part of the realization of testing and automatic control, its main feature is the ability to accurately transfer and detect a certain form of information, and convert it into another form of information. Sensors can accurately and reliably capture and convert the original information being measured to complete the testing and control of data, and without accurate information, it is impossible to give full play to the role that sensor technology should play. The interactive ability of virtual reality depends on the development of stereoscopic display and sensor technology, the existing VR equipment is not yet well enough to meet the needs of the use, such as the data gloves are inconvenient to use, long delay, the role of a small range of shortcomings, virtual reality helmets exist in the low resolution, inconvenient to wear and so on, the tracking accuracy of the supporting equipment and tracking range also needs to be improved. System integration technology Since the VR system contains a large amount of perceptual information and models, involving information synchronization technology, recognition and synthesis technology, data conversion technology, model calibration technology, etc., different technologies should be made to work organically and coordinately between the various parts of the VR system through system integration, so as to achieve the purpose of matching the technical standards, completing the technological interfaces, and achieving the optimal overall performance.
VR technology has the “3I” characteristics, including immersion, interactivity and conceptualization. Immersion, also known as sense of presence, is the performance scale of the VR system, the ideal VR should cover a variety of perceptual functions that people have, such as visual, auditory, tactile, gustatory, olfactory and physical, etc., a high degree of simulation of the learner feels as the protagonist exists in the simulation of the environment in the real reduction, so that the learner is difficult to distinguish between the real and the fake, through the use of a number of devices, immersed in the virtual situation. Interactivity refers to the learner’s real-time and operability of objects in the virtual context. If learners use their hands to contact the objects in the virtual context, they can feel the tactile sensation of contact with the objects and the weight of the objects, and the visual experience can see the objects being grasped as the hands move in the qualitative and quantitative organic combination of technology-constructed environments to realize the double understanding of rationality and sensibility, play the subjective initiative, and rely on perception and cognitive ability to obtain knowledge from the multi-dimensional information space of the virtual context in an all-round way, inspire We can realize both rational and perceptual understanding in a qualitative and quantitative organic environment, give full play to our subjectivity, rely on our perceptual and cognitive abilities to acquire knowledge from the multi-dimensional information space of the virtual context, inspire new ideas, and master the learning content at a deeper level.
The VR-based immersive Chinese learning environment is an artificial environment used to meet the immersive learning needs of learners in international Chinese language teaching, and its design is mainly guided by the immersive learning theory, the constructivist learning theory and the contextual cognitive theory.
The VR-based immersive learning environment should firstly be able to provide an authentic learning situation, and the authenticity of the situation is conducive to stimulating students’ learning motivation. Learners can carry out specific experience and independent inquiry learning according to certain learning purposes in the context, and gain specific experience through experience and inquiry activities. The learning context should provide rich interactive functions and appropriate collaborative conversation mechanisms to facilitate communication between learners and the learning environment as well as between learners, and to form abstract concepts through communication and reflection activities, so as to complete the construction of the meaning of knowledge. Assessment should be based on students’ self-evaluation, summarizing and reflecting on the learning process and learning outcomes at the end of learning. It should also provide opportunities to test the knowledge acquired by the learner in order to validate the learning outcomes.
Principle of authenticity. Make full use of three-dimensional modeling and visualization technology to provide real or near-real environments and situations to produce a strong sense of immersion and stimulate learner motivation, and authenticity is conducive to improving the degree of environmental fidelity, manipulation credibility and user experience. Easy navigation principle. Immersive learning environment has closed characteristics, if the navigation design is unreasonable, it is easy to affect the interest and enthusiasm of learners to learn, but also increase the external cognitive load. Navigation design should be easy to recognize and operate, navigation text and icons should be eye-catching, using voice prompts, arrow instructions, text prompts and other diversified navigation methods. Principle of content moderation. In the immersive learning environment, the difficulty of the learning content should be moderate, the difficulty is too high and easy to cause anxiety and worry of the learners, too low and easy to cause the learners’ disinterested reaction, which will affect the immersion state of the learners. Reflective principle. Learners should be given the opportunity to reflect on their learning, and through reflection, learners can have a deeper understanding of the learning process and results.
In order for the learning environment to fulfill its educational value, it is necessary to coordinate and plan the design elements and clarify the functions and interrelationships of each element. The design elements are shown in Figure 1.

Design elements of VR-based immersive learning environment
The first step is to consider the characteristics and application needs of the learners. There is a preliminary analysis of the learners, clearly defining the object of use, such as the user’s grade, interest, specialty, learning style, familiarity with VR and ability to use it.
The second element is the application occasion. This element focuses on the application occasions and conditions of support, including whether it is applied in the classroom or outside the classroom, independent learning or group learning, whether the application form is desktop or mobile, online or offline, whether it is used in the school or at home, and the length of time it is used, etc. The analysis of the application occasions is conducive to the selection of the technical elements.
The third element is learning content and learning objectives. The immersive learning environment should be designed according to the learning content. On the basis of determining the learning content, the type and level of learning objectives should be further clarified.
The last element to be considered is the VR technology element. This includes hardware support, interaction methods and types, the learner’s observation perspective, whether to use avatars, and the way of switching scenes, etc. In addition, development tools and engines, technical feasibility, development costs and cycles should be clarified.
In the VR-based immersive Chinese learning environment, four learning scenarios are designed: “experience situation”, “reflection situation”, “concept formation situation” and “verification situation”, and each situation can provide necessary cognitive and communication auxiliary tools. Contexts are designed to enable learners to identify problems during exploration, to have the opportunity to generate problems, to formulate hypotheses for solving problems, to be supported by a variety of resources in solving authentic problems, and to provide other rich examples and similar problems for conceptualization and transfer.
Design student activities In the “Context of Experience”, students’ activities are mainly based on exploration and experience, and students can interact with virtual objects to perceive information, and can also observe objects from multiple angles. In “Reflective Situations” and “Conceptual Situations”, student activities focus on reflection, observation, discussion, sharing, dialogue, and practice. In the “Verified Situation”, students’ activities are represented by solving similar problems, testing and reinforcing what they have learned through quizzes, decision-making, trial and error, and other activities. Designing Teacher Activities The role of the teacher in the immersive Chinese learning environment is mainly manifested in assisting the learners to experience the situation, guiding and communicating at the right time, and helping the learners to reflect and summarize, so the role of the teacher in the four situations can be designed as a helper, organizer, guide, etc., and the corresponding activities are designed according to the different roles. Since students are the main body of immersive learning in the virtual environment, the design should try to weaken the role of the teacher and highlight the learning subjectivity of students. Designing Interaction Interaction is an indispensable part of the learning process, which has the roles of communicating information, diagnosing learning situations, communicating emotions, and promoting reflection. The interaction form of VR-based immersive Chinese learning environment can be designed as explicit or implicit. Explicit interaction means that the learner can always see the interactive elements, such as highlighting the interactive elements in the scene, highlighting the colors, flashing the display, indicating arrows, etc., so that the learner can make use of them at any time. Implicit interaction means that interactive elements appear only when the learner arrives at an area and disappear automatically when he/she leaves, with the purpose of providing temporary hints for accessible learning. In terms of interaction subjects and objects, there are two types of interaction: human-virtual object interaction and human-human interaction, where human-virtual object interaction promotes the learner’s experience and human-human interaction promotes the learner’s reflection. Full consideration should also be given to VR-specific interactive technologies and equipment, such as the use of “motion capture”, “haptic feedback”, “voice interaction”, “eye tracking” and other interactive technologies to achieve natural interaction and enhance learners’ sense of immersion.
The design of the VR-based immersive Chinese learning environment is centered on student activities and supported by teacher activities, constituting a design framework with teacher-student interaction activities as the kernel as shown in Figure 2. Students are integrated into the learning context through proactive activities, and achieve learning goals through experience, observation, reflection, collaboration and sharing. Teachers help learners complete the learning tasks through activities such as goal guidance, explaining the context, motivating the engine, and assisting reflection. In the interaction between teacher activities and student activities, communication and cognitive aids should be provided, as well as validation and testing functions. All these modules and tools should be designed around student and teacher activities.

Design framework of immersive learning environment based on VR
In the “verified context” of the immersive Chinese learning environment based on VR technology, students are tested and consolidated through quizzes and other means, and are guided to reflect on what they have learned. In order to improve the efficiency and quality of intelligent paper organization in the immersive Chinese learning environment, this chapter designs an intelligent paper organization strategy based on an improved genetic algorithm.
The problem of grouping papers can be constrained by many conditions and is a multi-objective optimization problem. To generate a set of high-quality question papers, it should follow the examination syllabus closely, and the questions should be of a certain degree of difficulty and cover enough knowledge points in order to examine the knowledge reserves of the test takers. Therefore, a set of question papers needs to contain indicators such as difficulty, differentiation, and knowledge point coverage.
Assuming a set of
In this paper, we take 5 attributes of the test questions and the constraints satisfied by the objective matrix are as follows:
Question type: Score: Knowledge Points: Difficulty coefficient: Distinctiveness:
Since there is often a bias between the results of the grouping system and the wishes of the question writers, it is not possible to satisfy all conditions. The deviations are mainly reflected in the coefficient of difficulty, the coverage of knowledge points and the degree of differentiation. Therefore, the combination of test questions with the smallest deviation value should be selected according to the actual situation.
The deviation value of knowledge point coverage is
where
The difficulty coefficient deviation value is
where
The differentiation deviation value is
where
The grouping strategy should satisfy the minimum deviation of knowledge point coverage, difficulty coefficient, and differentiation, so the objective function is set as shown in Eq. (8) to Eq. (9):
The flowchart of the genetic algorithm with improved genetic operators is shown in Figure 3 [21]. The user first sets the conditions for constraints, in the initial randomly generated population, if any individual has met the conditions set by the user, the optimal individual in the population is output and the algorithm ends. Otherwise, a selection operation is performed on them, and the entire population is selected by roulette after saving the optimal 30% of individuals. The selected individuals decide whether to perform crossover operation and mutation operation based on the current crossover and selection probability. The optimal 30% of the previously retained individuals are replaced, and some of the individuals in the population that are lower than the optimal 30% of the individuals after crossover and mutation are performed to form a new generation of the population, which is an iteration. Then check whether the optimal individuals in the new population satisfy the user conditions or whether the maximum number of iterations is reached. This is repeated until the population evolution is complete.

Process of genetic algorithms with improved genetic operators
First, the test questions (genes) are encoded. In this paper, segmented decimal real number encoding is used to replace the traditional binary encoding to generate a number of non-repeating random number arrays, with each real number representing the question number of a test question. In order to simplify the subsequent processing of crossover and mutation, each series is divided into five small segments, representing five types of questions in a set of standardized test papers: single-choice, multiple-choice, fill-in-the-blanks, judgmental, and short-answer questions, which are used as initial populations for evolution.
Next, the size of the population is determined; too small a population and a lack of sampling points for the algorithm will limit its performance. Larger population size can effectively avoid the algorithm from falling into local optimization, but it will inevitably increase the amount of computation, resulting in slower convergence of the algorithm. Generally, the population size is set in the range of 20~100, and in this paper, the value is 60.
Selection is used to simulate the “survival of the fittest” by natural selection, whereby individuals with high fitness values have a better chance of surviving, while those with low fitness values are difficult to pass on to the next generation, and the population evolves from generation to generation. Common selection methods include roulette and optimal individual preservation strategy. Roulette method is based on the proportion of the individual fitness value in the population fitness value, the higher the fitness value of the individual is more likely to be selected, and the lower fitness value of the individual has a certain chance to be hereditary, which can better maintain the genetic diversity of the population, but with a greater degree of randomness, or even discard the optimal individual, resulting in the degradation of the population [22].
The probability that the
Where
In order to guarantee that the genetic algorithm can converge, but also to avoid too fast convergence into the local optimum. In this paper, the improved selection operator combines the roulette method with the optimal individual preservation strategy, which preserves 30% of the optimal individuals with the highest fitness, does not participate in the cross mutation, and the rest of the solutions in the solution set are selected by the roulette method, and finally replaces the portion of the optimal individuals selected by the roulette method which is lower than 30% with the 30% of the optimal individuals that are preserved.
Traditional genetic algorithms use fixed parameters as crossover probability and mutation probability, and this fixed way of taking values does not take into account the gradual optimization of the population in iteration, and cannot dynamically adapt to the needs of the population in different periods of evolution. In view of such problems, some scholars have proposed an adaptive genetic algorithm that dynamically adjusts the crossover and mutation probabilities, and its basic idea is: for the inferior individuals below the average fitness of the population, higher crossover and mutation probabilities are used in order to improve the fitness of the individual. For individuals above the average fitness of the population, a smaller crossover probability and mutation probability should be used in order to maintain their superior genotype [23]. The formula of this algorithm is expressed as:
where
However, this adaptive genetic algorithm also has more obvious drawbacks: firstly,
In contrast, the logistic function converges smoothly at both ends of the interval and tends to a fixed value, which can better describe the phenomenon of bounded growth and can balance the balance between linear and nonlinear changes, and the function value of the logistic function ranges from 0 to 1 [24].
A simplified logistic function is shown in equation (13):
In this paper, this good property of logistic function is utilized to improve for the crossover and variance operator, which is embedded in the adjustment formula of crossover and variance probability by adjusting the coefficients, and the improved adaptive crossover and variance probability is shown in Eq. (14) and Eq. (15):
where
Where expectation
Obviously, with the increase in the number of iterations, the population gradually evolves, the average fitness of the population continues to increase, converging to the superior genotypes, the similarity between individuals is increasing, the optimal solution tends to converge, i.e., the degree of discretization decreases again and again, and the similarity coefficient
In order to better assess the quality of the intelligent grouping of papers, the experiment chooses difficulty and knowledge point coverage as evaluation indexes respectively. Difficulty, i.e., the threshold value of the test paper that distinguishes the students’ mastery of the knowledge taught by the teacher, through which the overall difficulty of the test paper is judged. Its specific formula is:
In Eq. (19),
In order to better distinguish the degree of difficulty of the test paper, it is proposed to categorize the difficulty of the test paper, and the results of the specific difficulty grading are shown in Table 1.
Difficulty classification
| 0-0.2 | 0.2-0.4 | 0.4-0.6 | 0.6-0.8 | 0.8-1.0 | |
|---|---|---|---|---|---|
| Degree of difficulty | Very difficult | A little difficult | Moderate | Slightly easy | Very easy |
Knowledge point coverage is the occurrence of the knowledge required to be tested in the assessment syllabus in the examination paper. The greater the occurrence of the knowledge points examined, the higher the knowledge point coverage. The specific formula is:
In Eq. (20),
Question paper question types and their percentages In order to verify whether the proposed optimized genetic algorithm is effective, the experiment will use 150 test paper question types as experimental data. The question types mainly include five types of single-choice, multiple-choice, judgment, fill-in-the-blank and short-answer questions, and the number of each type of question is 45, 15, 45, 30 and 15, respectively, and the corresponding allocation ratio is 30%, 10%, 30%, 20% and 10%, respectively. Comparison of algorithm running time In order to verify the optimization performance of the proposed improved genetic algorithm, the experiment will be before and after the improvement of the genetic algorithm for the intelligent grouping of papers comparative analysis. In order to more intuitively see the contrast between the two algorithms, the experiment is based on the drawing of 30 group scrolls, and the time comparison curve of the genetic algorithm before and after optimization is obtained as shown in Figure 4. As can be seen from Figure 4, the grouping time of the optimized genetic algorithm is lower than 5900ms, and the grouping time is significantly lower than that of the pre-improvement genetic algorithm (in the range of 6500~8600ms). This shows that the optimized genetic algorithm can improve the iteration speed, shorten the grouping time, and improve the grouping efficiency in the iterative optimization process. Test paper difficulty test The experiment will be conducted by selecting two sets of question papers from the 400 sets of generated question papers to compare the difficulty of single choice questions. The results show that Test Paper I contains 5 difficult questions out of 45 questions. Test paper II contains only 2 difficult questions out of 40 questions. The distribution of the two is not reasonable. Based on this, it is proposed to use the intelligent grouping method to compare the difficulty of the two sets of question papers, and the results of the overall difficulty comparison of the two question papers are shown in Figure 5. The difficulty values of multiple-choice questions in Paper I and Paper II are 0.588 and 0.596 respectively, and the difficulty value of Paper II is closer to 0.6. Test paper knowledge point coverage Based on test paper II, the optimized genetic algorithm is used to calculate the knowledge point coverage of the test paper. From the calculation results, it can be seen that the test paper two can basically cover most of the knowledge points, the overall knowledge point coverage rate is maintained at about 98.69%, and the distribution of its knowledge points is more reasonable, which verifies the validity of the intelligent grouping strategy proposed in this paper.

Time comparison of genetic algorithm before and after optimization

Comparison of the overall difficulty of the two test papers
In order to verify the effectiveness of the proposed VR-based immersive learning environment design strategy, this paper conducts a controlled teaching experiment with learners who use Chinese as a second language. The experimental class was taught in a VR immersive learning environment combined with traditional lectures, while the control class was taught in traditional lectures, and both classes were taught the same chapters.
Before conducting the teaching, students in the experimental group and the control group were respectively given a pre-test of Chinese language proficiency, which included four items: vocabulary, sentence modification, reading and composition. Then, SPSS software was used to conduct independent samples t-test on the test results to determine whether there was a significant difference between the two groups. The results of the pre-test for each dimension of the experimental group and the control group are shown in Table 2.
Comparison of pre-test results of Chinese proficiency between two groups
| Dimensions | Group | N | Mean value | Standard deviation | t | Sig. (2-tailed) |
|---|---|---|---|---|---|---|
| Word | Control group | 52 | 2.324 | 0.447 | -0.048 | 0.972 |
| Experimental group | 50 | 2.328 | 0.423 | |||
| Improving sentences | Control group | 52 | 2.224 | 0.634 | -0.759 | 0.473 |
| Experimental group | 50 | 2.235 | 0.385 | |||
| Reading | Control group | 52 | 2.357 | 0.486 | -0.714 | 0.497 |
| Experimental group | 50 | 2.362 | 0.443 | |||
| Composition | Control group | 52 | 2.261 | 0.501 | -1.157 | 0.294 |
| Experimental group | 50 | 2.283 | 0.454 |
The data collected through the pre-test found that the mean scores of the two groups of students in the four dimensions of words, sentence correction, reading and composing were not much different before the study, and the corresponding Sig. values were 0.972, 0.473, 0.497, and 0.294, which were all greater than 0.05, indicating that there was almost no significant difference in Chinese language proficiency between the two groups of students before the experiment, which made the two groups suitable for carrying out the teaching experiment.
This teaching experiment was conducted between August and September 2024, during which the VR immersive learning environment-supported teaching mode and the traditional teaching mode were implemented for the two groups of students. In order to control for extraneous variables in the experiment and to ensure the validity of the results, factors such as content, course pace, and class time were kept consistent between the two groups, except for differences in teaching methods and approaches. Specifically, 50 students received instructional interventions in the VR immersive learning environment, while the other 52 students received traditional teaching methods.
In the teaching process, in order to promote students’ interactive communication and cooperative learning, this paper adopts a heterogeneous grouping method, dividing the students in the experimental group and the control group into 8 groups each, with each group containing approximately 6-7 students. When grouping students, factors such as their academic performance, interests and personalities were fully considered to ensure the diversity of students within each group. This grouping arrangement is conducive to promoting discussion and cooperation among students, improving the effect of classroom learning and interaction, and also catering to the usual habit of students learning in groups in class. In the teaching process of the control group, multimedia courseware is mainly used for teaching, and rich teaching links are designed. In the teaching process of the experimental group, the immersive teaching environment based on VR technology is fully utilized, and the same multimedia courseware is used to design rich and colorful classroom teaching sessions.
After conducting the teaching, post-tests need to be conducted for the experimental and control groups in order to assess the teaching and learning effects. By distributing the Questionnaire on Inquiry Interest, Attitude and Participation and conducting a test on the four dimensions of Chinese language proficiency, in order to get a comprehensive understanding of the actual role of the VR-based immersive learning environment in the enhancement of students’ Chinese language proficiency and interest effects. After the test, the author analyzed the collected data with a view to drawing objective and scientific conclusions to provide a basis for further optimizing the design strategy of the VR-based immersive learning environment.
Analysis of differences in Chinese language proficiency between the experimental group and the control group Using SPSS software to conduct independent samples t-test on the Chinese proficiency post-test data of the experimental group and the control group, the comparison of the results of the Chinese proficiency post-test of the two groups of students is shown in Table 3. After careful analysis of the posttest data, it can be observed that the mean scores of the two groups of students in the four competency dimensions of vocabulary, sentence rewriting, reading, and composing after the experiment are significantly different (Sig. < 0.05), especially in the reading dimension, the Sig value is as low as 0.000, indicating that the difference between the two groups of students in Chinese reading ability after the experiment is extremely significant. Overall, there were large differences in the data of the two groups of students, and this result proves that after using the VR-based immersive learning environment, the students of the experimental group demonstrated a significant advantage in Chinese proficiency compared with the students in the traditional teaching mode. Analysis of the difference between the pre- and post-tests of Chinese proficiency of the experimental group In order to analyze the changes in the four dimensions of Chinese language proficiency of the experimental group, a paired-sample t-test was conducted on the pre- and post-test data of the experimental group using SPSS software, and the results of the pre- and post-test comparisons of Chinese language proficiency of the experimental group are shown in Table 4. According to the comparative analysis of the pre- and post-test data, it can be seen that in the four dimensions of vocabulary, sentence rewriting, reading and composing, the differences between the pre- and post-test of the experimental group of students are extremely significant (Sig. < 0.01). Therefore, it is concluded that there is a certain difference between the data before and after the experiment, and this result proves that the experiment has a significant effect on the students’ Chinese proficiency improvement in the dimensions of vocabulary, sentence rewriting, reading, and composing, and these findings provide an important reference for the application of VR immersive learning environments to improve Chinese proficiency.
Comparison of post-test results of Chinese proficiency between two groups
| Dimensions | Group | N | Mean value | Standard deviation | t | Sig. (2-tailed) |
|---|---|---|---|---|---|---|
| Word | Control group | 52 | 2.413 | 0.604 | -2.556 | 0.004** |
| Experimental group | 50 | 2.855 | 0.492 | |||
| Improving sentences | Control group | 52 | 2.356 | 0.385 | -3.065 | 0.017* |
| Experimental group | 50 | 2.647 | 0.524 | |||
| Reading | Control group | 52 | 2.438 | 0.314 | -5.423 | 0.000*** |
| Experimental group | 50 | 2.951 | 0.432 | |||
| Composition | Control group | 52 | 2.344 | 0.458 | -1.526 | 0.011* |
| Experimental group | 50 | 2.672 | 0.507 |
Comparison of Chinese proficiency before and after test of experimental group
| Dimensions | Group | N | Mean value | Standard deviation | t | Sig. (2-tailed) |
|---|---|---|---|---|---|---|
| Word | Pre-test | 50 | 2.328 | 0.423 | -1.058 | 0.000*** |
| Post-test | 50 | 2.855 | 0.492 | |||
| Improving sentences | Pre-test | 50 | 2.235 | 0.385 | -3.457 | 0.000*** |
| Post-test | 50 | 2.647 | 0.524 | |||
| Reading | Pre-test | 50 | 2.362 | 0.443 | -3.015 | 0.000*** |
| Post-test | 50 | 2.951 | 0.432 | |||
| Composition | Pre-test | 50 | 2.283 | 0.454 | -1.624 | 0.006** |
| Post-test | 50 | 2.672 | 0.507 |
In international Chinese language teaching, it is important to enable students to improve their Chinese language proficiency, as well as to cultivate their interest in learning Chinese, change their learning attitudes and increase their participation. In order to test the effectiveness of the teaching, the Questionnaire on Learning Interest, Learning Attitude and Participation was distributed to the students to find out the situation of each aspect. After the teaching experiment, the questionnaire was distributed to the experimental group and the control group, a total of 102 copies were distributed and 102 valid data were successfully recovered. In order to further analyze the differences between the data of the two groups, an independent sample t-test was conducted using SPSS software. The results of the significance analysis of learning interest, attitude, and participation are shown in Table 5.
Significance analysis of learning interest, attitude and participation
| Dimensions | Group | N | Mean value | Standard deviation | t | Sig. (2-tailed) |
|---|---|---|---|---|---|---|
| learning interest | Control group | 52 | 2.152 | 0.528 | -3.728 | 0.000*** |
| Experimental group | 50 | 2.583 | 0.364 | |||
| Learning attitude | Control group | 52 | 2.136 | 0.512 | -3.932 | 0.000*** |
| Experimental group | 50 | 2.564 | 0.503 | |||
| Participation | Control group | 52 | 2.075 | 0.416 | -4.922 | 0.052 |
| Experimental group | 50 | 2.533 | 0.491 |
By analyzing the data, it can be seen that there is a significant difference in the mean score value of both learning interest and learning attitude of the experimental group compared with the control class (Sig.<0.05). As for the participation, the average score value of the participation of the experimental group is not significantly different from the control class for the time being (Sig.=0.052>0.05), which means that the VR immersive learning environment has less influence on the students’ participation. Meanwhile, according to the statistical results of the questionnaire, as many as 96% of the students in the experimental group indicated that they were willing to continue to use the VR immersive learning environment for their learning activities, which further verified that the students’ attitudes towards learning were stronger in the immersive learning environment. In summary, the application of VR-based immersive learning environment in the international Chinese classroom effectively promotes students’ learning interests and attitudes.
This paper proposes a strategy for building an immersive Chinese learning environment based on VR technology, focuses on the intelligent grouping problem therein, and verifies the effectiveness of the strategy through teaching experiments.
The grouping time of the optimized genetic algorithm in this paper is lower than 5900ms, and the grouping time is significantly lower than the grouping time of 6500~8600ms of the pre-improvement genetic algorithm, which indicates that the optimized genetic algorithm can enhance the iteration speed, shorten the grouping time, and improve the efficiency of grouping in the iterative optimization process. At the same time, the optimized genetic algorithm can achieve the selection of difficult and knowledge points in the test paper, and the overall knowledge point coverage can be maintained at about 98.69%. It shows that the intelligent paper-grouping strategy proposed in this paper can effectively improve the quality of paper-grouping and can be applied to immersive international Chinese teaching with human-computer interaction.
After the teaching experiment, the average scores of the experimental group using the VR immersive learning environment and the control group using traditional teaching methods in the four Chinese proficiency dimensions of word, sentence correction, reading and composition are significantly different (Sig.<0.05), and the experimental group of students is significantly better than the control group in terms of Chinese proficiency. And the differences between the experimental group students before and after the experiment were extremely significant (Sig.<0.01) in each Chinese proficiency dimension, which proved that the immersive learning environment based on VR technology could effectively improve students’ Chinese proficiency. In addition, through the questionnaire survey and analysis, it was found that the average scores of learning interest and learning attitude of the experimental group were significantly different from those of the control class (Sig.<0.05). And up to 96% of the students in the experimental group expressed their willingness to continue to use the VR immersive learning environment for learning activities. This indicates that the application of VR-based immersive learning environment in international Chinese classroom can effectively promote students’ learning interest and attitude.
