Mejora de las habilidades del habla persia a través de juegos digitales de realidad virtual: un enfoque basado en la teoría de la actividad para estudiantes de habla árabe iraquí en el centro azfa de la universidad de ilam

Autores

  • Amir Karimipour Ferdowsi University of Mashhad
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Resumo

This study explores the effectiveness of virtual reality (VR) digital games in improving Persian speaking skills among Iraqi Arabic-speaking learners at the Center for Teaching Persian to Non-Persian Speakers (AZFA), Ilam University, Iran. Using Activity Theory as a framework, five VR games were designed to simulate authentic Persian contexts, including a narrative game set in a Persian village during Nowruz and interactive scenarios like market negotiations and family gatherings. These games employ natural language processing and speech recognition to provide real-time feedback, targeting phonological challenges (e.g., Persian [ʒ] vs. Arabic [dʒ]) and cultural practices like taarof. An eight-week study with 200 learners (CEFR A1–C1) and a control group (N=150) using traditional methods showed that the VR group significantly outperformed the control group, with speaking fluency improving by 20% (vs. 7% for control), pronunciation accuracy by 19% (vs. 6%), and intercultural competence by 28% (vs. 11%). Engagement metrics indicated 32-minute average session durations and a 92% task completion rate. Learners reported that VR felt like “living in a Persian village.” The study recommends integrating VR into AZFA curricula, exploring augmented reality (AR), and incorporating dialectal variations like Isfahani Persian for advanced learners. This framework offers a scalable model for less commonly taught languages, enhancing linguistic and cultural competence.

Palavras-chave:

Activity theory , Persian language learning , Virtual reality games , Speaking skills , Intercultural competence , Computational linguistics