Improving the Single Mode of Teaching Chinese Ancient Poetry
Through the Introduction of Mobile and VR Technology
Huilin Yang
a
Department of Foreign Language, Donghua University, Shanghai, China
Keywords: Learning Affordance, Mobile, Virtual Reality, Learning Design.
Abstract: The current teaching method of ancient Chinese poetry is ineffective as it is mostly confined to textbooks
with an emphasis on memorization. Many people have poor practical application skills and struggle to relate
ancient Chinese poetry to situations they see in the real world. Therefore, the teaching of ancient Chinese
poetry needs to be improved with the use of modern media technology. After researching the affordances of
a variety of media, the affordances of mobile and virtual reality are most associated with learning ancient
poetry. Therefore, this article initially introduces the affordances of these two media. As for the mobile, there
are portability, locationality, interactivity, and communicative. As for VR, there are immersive, spatial-fidel-
ity, interactive, social, and incentive mechanism. Based on the affordances, the article introduces two learning
modules. Firstly, it is a mobile module that can take pictures, and locate and then identify scenery with reflec-
tions of poetry. This module can encourage users to create poems and cultivate their poetic context. Secondly,
it is a VR module that allows users to learn ancient poetry in a fully immersive world. Users can deepen their
understanding by experiencing the poetry world in person. Moreover, the module incorporates some of the
game's mechanism especially the incentive affordance. Learners can pick their favorite historical character
after completing certain learning tasks. It can encourage users to learn as much as they can.
1 INTRODUCTION
Chinese culture is profound and has a long history.
Ancient Chinese poetry has been handed down from
the Spring and Autumn Period to the present day.
However, the poetic literacy of modern people is not
very good. It is difficult for people to really under-
stand a poem and apply it to real life. For example, in
ancient times, a waterfall could be "Its torrent dashes
down three thousand feet from high, as if the silver
river fell from azure sky" (Xu 2013) and a lotus
flower could be "It rises spotless out of the slimy
mud; it stays subdued in the clear water" In these
days, however, many people lack this linguistic abil-
ity. When they see a view that they find magnificent
or elegant, only use simple and poor words such as
“good” and “beautiful” to describe it. So, the devel-
opment of Chinese ancient poetry education in China
faces difficulties
The teaching of ancient poetry has been integrated
into Chinese language teaching since primary school.
According to the new curriculum, no less than 160
a
https://orcid.org/0000-0001-8864-801X
great poems need to be memorized at the primary
level (Pu 2021). In junior high school, ancient poems
account for about four-tenths of one percent (Li
2020). In senior high school, they account for a simi-
larly large proportion, and most of them are master-
pieces by famous writers. In addition, the require-
ments for the development of ancient poetry skills are
very demanding in the curriculum. While most of the
requirements for learning ancient poetry in primary
school require simple comprehension and recitation,
in senior secondary school, the main focus is on the
development of appreciation skills. In other words,
students are expected to take the initiative in explor-
ing and discovering the beauty contained in ancient
poems (Lai 2021). In practice, however, the effective-
ness of teaching ancient poetry is not very satisfac-
tory. There is a relatively large gap between the actual
teaching outcomes and the curriculum objectives. The
percentage of dissatisfaction among students is high
and students found that it is difficult for them to apply
ancient poetry to practice (Ji 2020, Rong 2007). There
are three main reasons for this pitiful phenomenon.
Yang, H.
Improving the Single Mode of Teaching Chinese Ancient Poetry Through the Introduction of Mobile and VR Technology.
DOI: 10.5220/0011916400003613
In Proceedings of the 2nd International Conference on New Media Development and Modernized Education (NMDME 2022), pages 585-590
ISBN: 978-989-758-630-9
Copyright
c
2023 by SCITEPRESS Science and Technology Publications, Lda. Under CC license (CC BY-NC-ND 4.0)
585
First, it is heavily influenced by exam-oriented edu-
cation. In Chinese, many secondary school teachers
simply count the study of ancient poetry as an index
for the final examination, emphasizing rote memori-
zation and which makes students' understanding
mostly superficial (Zhang 2022). Second, student par-
ticipation is limited. The teacher explains more in the
secondary school classroom, but students are less in-
volved. This makes students learn ancient poems in a
spoon-fed way, lacking the space for independent
thinking and feeling (Wang 2020). Moreover, most of
the teaching of ancient poetry is restricted to the text-
book and to the classroom. Students lack the oppor-
tunity and motivation to learn on their own in their
daily lives.
In recent years, some teachers have gradually re-
alized this problem. They have found that teaching
ancient poetry is always at a bottleneck stage due to
the single mode of teaching and the relatively low
motivation of students to learn on their own. They try
to solve this problem through some read-aloud teach-
ing methods, comparative reading for appreciation
methods, and so on (Bai 2012). Although there is a
certain degree of improvement, it is difficult to make
qualitative changes. There are also some professors
who have realized a good way of contextualizing
teaching. By setting up a context, the abstract ancient
poems become embodied and more vivid. Students
are able to relate ancient poetry to real circumstances.
The main subject is really shifted from the "teacher"
to the "student", which will actually increase students'
participation (Wang 2021). However, the current con-
textualized teaching is limited to guiding students to
do self-images (Wang 2021) or using simple images,
videos and audio to create a context (Wang 2021),
which does not fully allow the learner to have an im-
mersive experience.
With the advancement of science and technology,
the popularity of mobile electronic devices, and the
development of virtual reality technology, multime-
dia technology is no longer limited to playing audio
and video. There are many media with very rich af-
fordances (Norman 1999). That means the capabili-
ties of these media to interact with the users are mul-
tiple and varied. In other words, many actions are pos-
sible for the users. Using these affordances effec-
tively can lead to great teaching results. The mobile
affordances containing “locationality”, “potability”,
“interactivity”, “multimediability” (Schrock 2015),
and the “immersive”, “spatial”, “interactive”, and
“social” affordances (Dalgarno, Lee, 2010) that VR
devices have, can all help with the teaching of ancient
poetry. It enables the teaching of ancient poetry to go
beyond the classroom and to be truly contextualized.
It can also solve the problems of " limited student par-
ticipation", "low practicality" and "difficulty in con-
cretizing abstract concepts".
It is clear that the integration of technology men-
tioned above into teaching and learning will promote
efficiency and effectiveness. Blending some of the
excellent traditional teaching methods with the mod-
ern technological methods possible today can make
teaching ancient poetry less homogenous and fully in-
tegrated with real-life situations. It promotes the
teaching of ancient poetry beyond the classroom and
is suitable for a wide range of ages. It allows people
to learn ancient poetry anytime, anywhere, through a
variety of media implementations and allows them to
be fully immersed in a virtual world of ancient poetry.
It will promote understanding of the meanings con-
tained in ancient poetry, deepens the memory of an-
cient poetry, and facilitates attempts at ancient poetic
expression. This approach is no longer a test-based
education, no longer teacher-led, and allows students
to fully integrate ancient poetry with reality
Therefore, this article will first explain the peda-
gogical potential and advantages of mobile devices
and VR. Then, through modules and examples, the ar-
ticle will analyze specific examples scientifically
(Plass 2002). In terms of needs assessment, design of
learning activities, and theory of change, the article
will explain how mobile devices and VR devices can
be applied to the teaching of ancient poetry, and fi-
nally, propose relevant ideas and suggestions.
2 THE AFFORDANCES AND
RELATED MODULES
2.1 Learning Affordances of Mobile
Every object has an affordance. It is not just about
what features and functions the object itself has, but
what features and functions people can actually use.
The affordance of each item varies for different ob-
jects of use. For example, affordance is different for
mobile phones for pet dogs and for people with basic
literacy skills. For a pet dog, because it cannot read or
understand modern civilization, the affordance of a
mobile phone may only mean “hard”, “chewable”,
etc. But for a modern civilized person with basic lit-
eracy skills, a mobile phone has a variety of “af-
fordances”, such as “communicative”, “can access
the internet”, “multimediability”, etc.
Therefore, the object we are talking about now is
the mobile device and the subject is the modern per-
NMDME 2022 - The International Conference on New Media Development and Modernized Education
586
son who has the ability and needs to learn. The prob-
lem that needs to be addressed is the pedagogical di-
lemma in teaching modern ancient poetry. In this sec-
tion, the article will describe what affordances mobile
devices possess that facilitate learning. They are
“portability”, “locationality”, “interactivity”, and
“communicative”.
The first is portability (Schrock 2015). mobile de-
vices can be used anywhere, anytime. This breaks
down the space limitations of traditional teaching.
Users can learn not only in the classroom but also in
other places. It applies to many teaching contexts. In
the field of language learning, for example, it is pos-
sible to use mobile to memorize words anywhere, an-
ytime. Such as in the underground or in the canteen.
It is also applicable in the field of experimentation,
where data can be recorded on the object of observa-
tion anywhere, anytime.
The second is locationality, the affordance that
makes mobile devices location-aware. It is a great
help to learn the background of some landmarks. At
the same time, this affordance allows the mobile de-
vice to be better connected to the real world so that
the practical and the theoretical can be truly inte-
grated.
Next is interactivity, where mobile interacts with
people by tapping on the screen to achieve a goal.
Mobile media can be made smoother by setting a
number of signifiers to suggest what the user should
do next.
The last one is communicative, a mobile device
that allows two or more users from the same or dif-
ferent regions to communicate with each other in a
variety of ways. When applied to teaching and learn-
ing, this communication allows users to learn from
each other and progress together.
These are some of the affordances of mobile de-
vices for teaching and learning. In the following sec-
tion, a hypothetical model is presented to explain ex-
actly how these affordances can be applied to the
teaching of ancient poetry and what pedagogical out-
comes might be achieved.
2.2 The Module of Mobile Learning
The module is designed to modernize the teaching of
ancient poetry through mobile devices.
2.2.1 The Need Assessment
Many people love ancient Chinese poetry, but it is
difficult for people to apply it to real life after memo-
rizing it. Not to mention the ability to create ancient
poems on their own. The current state of education
hardly addresses this issue. By the way, nowadays,
many poetries learning app simply allows people to
recite, lacking the ability to relate to the real world.
So, this module is for people who want to learn Chi-
nese poetry and want to apply it to their lives. They
can use the module at anywhere, such as on a street,
on a hill, by the water or even use it at a specific his-
torical or cultural site.
If they download the app on their mobile device,
then they will be able to know how the scene in front
of them is expressed in ancient Chinese poetry. It will
facilitate them to relate ancient poems to real life and
to develop a personal context for ancient poems. It
will also encourage them to create poems of their
own.
2.2.2 The Learning Design
This is a mobile device application. This application
can be installed on mobile devices of any system. It
has two main functions, search for poems and write
poems.
Users can search for relevant poems by taking
photos and locating them when they see a certain type
of scenery. Especially when visiting some famous
places, they can learn the poems which describe the
monuments at the same time. They only have to click
on the button to search for the poem, then take a photo
of the view in front of them and upload it, and use the
software's own positioning system to make a second-
ary confirmation of the landscape. The app then auto-
matically gives the relevant ancient poem. If they
want to study in-depth, they can click on the ancient
poem they want to study, which will be explained ac-
cordingly
Furthermore, users can create their own poems
based on the scenery in front of them. If they are not
very good at writing, the app will provide words, sen-
tences, relevant knowledge, and related works that are
suitable for the scenery. Users can follow the hints to
create their own poems. And, as they create, there will
be a rhyme check function. If the rhyme is wrong, the
words will have a red marker to indicate
In addition, the model has a communication func-
tion. Users can post their own poems to a public fo-
rum to discuss and exchange with each other.
2.2.3 The Theory of Change
The table 1 describes the specific application of each
affordance in this module and the possible results for
the users.
Improving the Single Mode of Teaching Chinese Ancient Poetry Through the Introduction of Mobile and VR Technology
587
Table 1. mobile module’s theory of change
Affordance Effect Outcome
Portability
Can be carried around anytime and
anywhere
Users can take photos, be located and
search for the corresponding poems any-
time, anywhere
Locationality
Identify the user's environment and
the surrounding topography through
the location function.
Users can get more specific poems.
Interactivity
Give some hints and correct the
rhyme when users creating poems.
Encourage users to create more suitable po-
ems and develop a personal context for an-
cient
p
oems.
Communicative There is a special poetry forum
Users can share their own poems, their ex-
perience of writing poetry and their per-
sonal understandin
g
s with other
p
eo
p
le.
The last affordance, for example, is communica-
tive, which in this model is mainly implemented in
the form of a forum. The outcome is that users can
interact with each other through this forum, evaluate
their poems, learn from each other and progress to-
gether.
2.3 Learning Affordances of VR
As well as mobile devices, VR devices have a lot of
affordances and can also be used well for learning.
These affordances such as immersive, spatial-fidelity,
interactive, social, and incentive mechanism are all
very closely linked to learning and education.
The first is Immersive. VR allows the users to be
fully immersed in a virtual world and experience life
or an environment that is not possible in the real
world. This affordance is often used in classes that are
more dangerous or require the teaching of knowledge
across time and space, such as chemistry or history
and literature classes. Teachers can simulate danger-
ous experiments that they would not dare to do in real
life, or allow students to experience the circumstances
and atmosphere of ancient societies.
The second affordance is spatial-fidelity, which is
mainly used for the adaptation and experience of 3D
environments. This is also used extensively in teach-
ing and learning and is particularly suitable for struc-
turing spaces that are difficult to understand, thus en-
hancing students' spatial imagination and perceptual
skills. For example, when learners want to understand
the internal structure of an atom, they may choose to
use VR to construct a model of the inside of an atom
to better understand its structure. Or, when learners
want to see the interior space of a building, they can
simply tour the building through VR without having
to personally arrive at the place.
The third affordance is interactive. Like mobile, it
allows VR to interact with people. The interaction is
through the VR headset and the joystick. When im-
mersed in the virtual world, people can touch objects
in virtual world through the joystick, just as they
would touch objects in reality. This interactivity is
unique to VR and is also very conducive to teaching
and learning. For example, students can explore the
virtual world through VR and complete some diffi-
cult, high-risk tasks in it.
The next one is social. This affordance means that
VR can also be connected remotely. In teaching, stu-
dents can learn from each other and compete via re-
mote connection. The teacher can also interact with
the students remotely and participate in their explora-
tion. There is a hypothesis proposed that the improve-
ment of representational fidelity of the environment
increases the ability to migrate, thus deepening the
sense of co-presence and increasing the ability to col-
laborate (Dalgarno, Lee, 2010).
The last affordance is the Incentive mechanism,
which is usually combined with a game mechanic. By
setting rewards and tasks to increase the motivation
of the user. When the user is immersed in the tasks
and rewards prescribed by the virtual world, a psy-
chological effect of flow is created, which increases
their interest and motivation to participate. This use
in teaching will increase student engagement and will
promote the ability of students to take the initiative in
learning.
These are some of the affordances of VR that can
be used in teaching and learning, and I will then also
present a module that explains how these affordances
can be used in teaching ancient poetry to improve
learners' learning efficiency, deepen their comprehen-
sion of ancient poetry and increase their interests and
engagements.
NMDME 2022 - The International Conference on New Media Development and Modernized Education
588
2.4 The Module of VR Learning
What follows is still an introduction about how VR
can be used in teaching ancient poetry through three
dimensions. This will lead to a further understanding
of its affordance effect, as well as the possible out-
comes and impacts.
2.4.1 The Need Assessment
Most of the teaching of ancient poetry in China now-
adays is limited to the recitation of ancient poems
merely. People's practical application skills are very
inadequate. Because of the single approach to teach-
ing and the difference in context and background be-
tween ancient and modern times, many people find it
difficult to understand the deeper meaning of ancient
poetry and naturally cannot relate it to the real world.
Therefore, there is a need for a product that can take
people deeper into the situations portrayed in ancient
poems and help them understand their meanings. So,
VR is a great learning tool as a form of media that
promotes immersion and exploration of the world of
poetry by the users.
2.4.2 The Learning Design
When users put on the VR headset, a picture will ap-
pear in front of their eyes. It will let you choose the
type of poetry, there are three types of poetry: land-
scape make, narrative poetry and lyric poetry, and us-
ers can also search for the poetry they want to study.
After interacting with the VR grip and selecting a cer-
tain type of poem, a number of poems will then ap-
pear with the corresponding genre. After tapping into
it, a virtual scene will be created based on the content
of the poem.
As the user moves, verses and corresponding ex-
planations float in the air. At the same time, the user
can interact with the objects in the virtual space, users
can climb the trees, jump into the water to catch fish,
or do many other things. And the explanation or back-
ground information or something related to this object
will appear.
This game has an incentive mechanism. By com-
pleting the corresponding learning tasks, users can
pick a favorite relevant historical figure to travel with
and explore the poem world together. By completing
more tasks, users can discover more characters or
more of their voices and actions. For example, if a
learner loves Su Shi, then he/she can choose to travel
with Su in the world of poetry after he/she has com-
pleted a certain amount of poetry study. Su will be-
come your virtual companion, offering his reflections
and appreciation of the poem.
In addition, this VR model supports remote inter-
action. Two or more users can enter the same poetry
world together to learn.
2.4.3 The Theory of Change
The table 2 also reflects how the above affordance is
applied to the module and presents the corresponding
outcome predictions. For example, the Incentive
mechanism, which rewards users for completing a
certain number of tasks with a favorite historical fig-
ure as a companion, is predicted to encourage users to
learn more ancient poems.
Table 2. VR module’s theory of change.
affordance effect outcome
Immersive
Immersing the
user in the world
of ancient poetry
The ability to fully
immerse learners
in the world of an-
cient poetry with-
out distractions.
Spatial-fide-
lity
Converting text
to 3d environ-
ments
Enables users to
experience the
world of ancient
poetry in a realis-
tic way.
Interactive
Users can ex-
plore the scen-
ery and com-
municate with
the characters in
the scenes
Learners can pro-
mote autonomy
and freedom of
learning and get a
deeper under-
standing of the po-
etry scenario
Social
Multiple users
can learn to-
gether and enter
the same sce-
nario to
g
ethe
r
Users can learn
from each other
and experience the
world of ancient
p
oetr
y
to
g
ethe
r
Incentive me-
chanism
Historical fig-
ures travelling
together in the
world of ancient
poetry as a re-
war
d
Encourage users
to learn more an-
cient poetries.
3 CONCLUSIONS
This article first introduces the affordances of Mobile,
relates its relationship to teaching and learning, and
then uses these affordances to design a Mobile mod-
ule. The model is primarily applicable to those who
want to understand how the immediate situation can
be expressed in ancient poetry anytime, anywhere. It
is also applicable to those who want to learn to com-
Improving the Single Mode of Teaching Chinese Ancient Poetry Through the Introduction of Mobile and VR Technology
589
pose ancient poetry and have a context for ancient po-
etry. Next the affordances of VR are introduced and
the module is presented. This is the module for those
who want to gain a deeper understanding of the con-
notations of ancient poetry and want to immerse
themselves in the world of ancient poetry. The two
media and the models analyze the possibilities of
modern media to facilitate the teaching of ancient po-
etry from different perspectives. In designing the
module, this article also applies a scientific and ana-
lytical approach. From the analysis of requirements,
to the design of the model, and finally the interpreta-
tion of the effects and results.
However, the article has some limitations as well.
The two modules are still in their prototype stage and
have not been actually designed. Therefore, the re-
sults need further examination to verify. It is hoped
that this article can provide new ideas to solve the di-
lemma of teaching Chinese ancient poetry. More peo-
ple will be able to use ancient poetry in real life. It is
also expected that the article will provide a reference
for the integration of science and technology into
teaching. More teaching dilemmas can be alleviated
or even solved with the involvement of technology.
REFERENCES
Bai, J. (2012). An introduction to teaching ancient poetry in
secondary schools. Jiannan Literature: Reading the
Classics (in Chinese), 1 , 1.
Dalgarno, B. , & Lee, M. J. W. (2010). What are the learn-
ing affordances of 3-d virtual environments?. British
Journal of Educational Technology, 41(1), 10-32.
Ji, Y. (2020). Reflection and improvement of teaching an-
cient poems in high school based on language core lit-
eracy. Journal of Weifang Engineering Vocational Col-
lege, 33(2), 4.
Lai, C. (2021). Strategies for implementing the effective-
ness of teaching appreciation of ancient poems in high
school. In and out of language classes 20, 312.
Li, X. (2020). Improving language teaching strategies to
help junior high school students improve their ancient
poetry appreciation skills. Extracurricular Languages
in Chinese, 10, 60-61.
Norman, D. A. (1999). Affordance, conventions, and de-
sign. interactions, 6(3), 38-42.
Plass, J. L. , & Salisbury, M. W. (2002). A living-systems
design model for web-based knowledge management
systems. Educational Technology Research & Devel-
opment, 50(1), 35-57.
Pu, B. (2021). An introduction to teaching ancient poetry in
primary school language. Legendary stories: A hundred
lecture halls, 1, 1.
Rong Z. (2007). Reflections on the teaching of ancient po-
etry in high school. Guangdong Education: Compre-
hensive Edition, 7, 76-77.
Schrock, A. R. (2015). Communicative affordances of mo-
bile media: portability, availability, locatability, and
multimediality. International Journal of Communica-
tion, 9(1), 1229-1246.
Wang, M. (2021). A study on the teaching strategy of "con-
textualization" of ancient poems in high school lan-
guage. In: Inside and outside the language class, 14,
331.
Wang, S. (2021). Contextualized teaching of ancient poems
in high school language. Language Teaching and Re-
search. 12, 80-81.
Wang, X. (2020). Exploration of efficient teaching methods
of middle school language with the introduction of an-
cient poems in the context of teaching reform. Talent,
27, 69-79.
Xu, Y. (2013). Xu Yuanchong's classic English translation
of 1000 ancient poems.3, Tang poems. Shang: English-
Chinese translation. Dolphin Press.
Zhang M. Exploring the problems in teaching ancient po-
ems in junior high school. In and out of the classroom
(Middle school teaching and research), 4, 20-21.
NMDME 2022 - The International Conference on New Media Development and Modernized Education
590