A Pragmatic Approach to Using Artificial Intelligence and Virtual Reality in Digital Game-Based Language Learning
Paper · 2025 · Monica Ward, Liang Xu and Elaine Uí Dhonnchadha
Summary
The paper shows how to build a digital educational game for the Irish language with limited resources. Irish lacks high-quality CALL applications and language technologies, and assembling an interdisciplinary team is difficult. The authors describe the development of Cipher: Faoi Gheasa, a game for beginners. In folktales and folklore texts, the player searches for words that a villain has "enchanted": they are written backwards, without vowels, with the last letter doubled, and so on. The player then has to identify which spell was applied. The pragmatic approach consists of reusing existing resources: the Dúchas.ie archive, the abair.ie TTS, a morphological analyser and a POS tagger. New components were added selectively: a tool for assessing the readability of Irish texts, images from Midjourney and a pilot VR version. Genuine spelling errors were abandoned because learners found them too difficult to spot. The game was tested in three Dublin schools, and teachers and pupils responded very positively. The game engine is language-independent, so the approach is proposed as a model for other Celtic and low-resource languages.
Key points
- The texts for the game are taken from the Dúchas.ie Schools Collection. These are folklore records made in the 1930s by schoolchildren aged 12–14.
- abair.ie voices words in three dialects at different speeds. The grammatical features for the spells are provided by a finite-state morphological analyser and a rule-based POS tagger (Uí Dhonnchadha & Van Genabith, 2006).
- A new semi-automatic readability tool had to be created for Irish. It combines lexical and grammatical complexity features with machine learning, since no ready-made equivalents of Flesch Kincaid or Gunning Fog exist for this language.
- The spells highlight features specific to Irish: accented vowels, initial mutations, noun gender. For example, the Méadú Guta spell makes all vowels accented.
- Among the limitations, the authors name the small story bank, the fact that only three schools took part in testing, and that the VR version is still at the pilot stage.
Fields, topics and concepts
📚 Shelves 5The field of science this work belongs to (OpenAlex fields).Computer Science · 16,667 worksArtificial Intelligence · 16,194 worksInformation Systems · 1,437 worksPsychology · 1,552 worksDevelopmental and Educational Psychology · 499 works
💡 Concepts 1Key ideas and methods explained on our concept pages.Artificial intelligence · 49 works
Cite
Cite as Monica Ward, Liang Xu and Elaine Uí Dhonnchadha. 2025. A Pragmatic Approach to Using Artificial Intelligence and Virtual Reality in Digital Game-Based Language Learning. Proceedings of the 5th Celtic Language Technology Workshop.
@inproceedings{ward2025pragmatic,
title = {{A Pragmatic Approach to Using Artificial Intelligence and Virtual Reality in Digital Game-Based Language Learning}},
author = {Monica Ward, Liang Xu and Elaine Uí Dhonnchadha},
booktitle = {Proceedings of the 5th Celtic Language Technology Workshop},
year = {2025},
url = {https://aclanthology.org/2025.cltw-1.3/}
}References
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