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-