Tag: learning experience

  • Turning Language Learning into a Playful 3D Adventure

    Turning Language Learning into a Playful 3D Adventure

    Recently, I had a conversation with a representative of a language institute. Together with a French teacher, we discussed the needs and ambitions of such an institute, and explored what kind of digital learning solutions could truly support their mission.

    Two main directions emerged from the discussion:

    1. Library Gadget (VR Experience)
    2. Complete Online Collaborative Learning Environment

    Library Gadget

    The first idea is a gadget-like solution that can be used inside the institute’s physical library to make visits more engaging and fun for children.

    This would be a VR application where learners can enjoy short stories in immersive environments that spark curiosity and motivation for the language.

    Typical usage:

    • Core experience: 5–15 minutes
    • Optional extensions or mini-games: +30–40 minutes
    • Hardware: 4–10 VR headsets (e.g. Meta Quest 3)

    Key characteristics of the VR app:

    • Polished, intuitive interactions
    • Engaging, story-driven content
    • High-quality, colorful graphics
    • Native voice recordings
    • Short but memorable learning moments

    The idea is not to replace traditional learning, but to create a wow-effect that associates the target language with positive emotions and exploration.

    Online Collaborative Learning Environment

    The institute observed that children starting ten play games like Minecraft. This led to the idea of offering a similar multiplayer 3D space where students can:

    • Learn together
    • Do homework collaboratively
    • Explore the language through play

    Core requirements:

    • Fully 3D and multiplayer
    • Exciting, creative, and colorful visual style
    • Teachers can:
      • Assign homework
      • Track student progress
      • Join the world as participants

    In essence, this is a virtual learning world where language practice feels more like a game than a classroom.

    Practical Limitations for Language Institutes

    A major constraint for any language institute is quality control and coordination cost.

    Such institutions represent:

    • A national culture
    • A linguistic authority
    • A strong brand identity

    This means:

    • All texts must be grammatically perfect
    • All visuals must be culturally accurate
    • All interactions must be flawless
    • No glitches, no mistakes

    To ensure this level of quality, institutes must invest significant internal resources:

    • Content review
    • Linguistic validation
    • Art direction
    • Testing and QA

    In practice, this often means:

    For every 100 hours of development, there are at least 100 additional hours of coordination and quality assurance.

    This effectively doubles the real cost of any serious project.

    A Realistic Strategy

    A pragmatic approach might be:

    1. Start with the VR Library Gadget for a single target language.
    2. Let the institute evaluate quality and impact.
    3. If successful, the institute could license it globally:
      • 20–60 locations
      • 100–400 users
      • Approx. €10 per user

    This creates a low-risk entry point before committing to a full-scale platform.

    Fusion of Ideas: One Platform for VR and Desktop

    The two concepts can actually converge into a single solution:

    A shared learning environment that works both in VR and in a desktop browser.

    Technically, both platforms have similar constraints:

    • Around 200,000 polygons per scene
    • Simple lighting
    • No heavy visual effects

    So a unified design is realistic.

    Shared Core Features

    • Engaging, story-driven worlds
    • Funny, colorful characters
    • Polished, well-tested interactions
    • Multiple mini-game types
    • Different atmospheres and environments
    • High-quality illustrations
    • Flawless grammar and language
    • Native speaker voice recordings

    In spirit, it becomes:

    A playful 3D playground where characters learn, explore, and interact together.

    A place where language learning feels like adventure, not obligation.

    Possible first steps for such a system:

    1. Research for similar solutions / usable technologies / standards
    2. A portal with register/login email/google/apple/facebook login
    3. Database: word sets table
    4. A 3D interaction with word sets
    5. Enable pictures with word sets
    6. Create characters to interact with
    7. 3 simple stories to teach language
    8. Story boards for these stories
    9. Realize first story


    A New Development Paradigm: From Code to Intent

    In the past, developing such a system would have required many months of work. In 2026, however, LLM-based assistants can support most programming tasks and handle a large part of what junior developers used to do. In practice, this feels like having a small software team working alongside you at all times.

    Instead of relying solely on traditional prompting, development can follow an intent-based approach, where the desired functionality is described in structured markdown documents. This replaces the classical codebase with an intent base, from which the actual code is generated by LLMs. As a result, software development costs can be reduced to a fraction of what they were just a few years ago.



    Zsolt Balai, the author of this article is a software developer and intent engineer. He is working on publishing gamified learning apps and collaborative multiplayer systems. Contact him on zbalai.com.

  • Platform Independent Multi-user VR Space to Learn

    Platform Independent Multi-user VR Space to Learn

    Can you imagine entering a 3D space to learn languages, history or mathematics? I believe it will be an inevitable tool in our future learning process. This is a growing field, a blue ocean for developers. I am curious how these system will change the field of education.

    There are many prototypes and solutions. Here I just list a few of them:

    The video is of course from the Engage team. Their software is great, it’s worth trying it. You can use it in non-VR mode too on a PC. It may have a few limitations though: You need a windows system to use it.

    So how can we contribute in this field? Maybe by getting rid of some limitations?

    It is possile to create a VR space with the following properties:

    1. VR and non-VR mode: You can enter the same space using VR and using just a normal computer screen
    2. Platform independence: you can enter using cardboard, Gear VR, Oculus, Vive, PC, Mac or practically any other Unity 3D target device
    3. Massive multi-user experience: It is possible for a few hundred users to be present in the same space, mixing VR, non-VR and all platforms.

    Engage VR titanic

    I wonder why this space doesn’t exist already? So we set out to push this concept at least until a well usable prototype stage. What we did:

    • server structure to store user locations and directions
    • client functionality to read all user locations in every 100 ms
    • client funcitonality to post own user location every 100 ms
    • Tested on these platforms: WebGL, PC, Android and Unity editor (should work on any platform)

    Multiuser VR learning space

    Of course this is just a pretotype – I am really embarassed to show this humble picture – but already users from different platforms are present.

    Our next steps:

    • Research similar solutions, like Engage (4-8h)
    • Clarify necessary functionalities (4-16h)
    • Build prototype that we can publish (8-32h)
    • Look for possible partners (writing emails basically 1-3h)

    Our questions for you:

    1. What content would you put into this environment?
    2. What would be your main user device?
    3. What feature would be the most critical for you?

    We are in this together. Let us know how we can help creating our future education platform.

    Engage VR users having fun

    Author: Zsolt Balai, software developer and 3D learning space designer. This article was first published on ancientc.com, then moved here to learnandsmile.net.