Artykuł badawczy

Intelligent Teaching Methods Integrating Virtual Reality and Big Data Algorithms to Enhance Traditional Cultural Education Platforms

DOI:

10.3791/71641

4 sierpnia 2026

W tym artykule

Podsumowanie

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This study details a reproducible workflow for extracting behavioral features and deploying dynamically adjusted educational paths within virtual environments. The outlined procedures enable educators to develop adaptive virtual reality curricula and implement real-time behavioral tracking.

Streszczenie

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Current conventional teaching environments feature limited interactive elements, resulting in limited engagement metrics among undergraduate populations studying cultural heritage. To address these issues, an intelligent teaching platform was developed, integrating a high-fidelity spatial rendering engine into virtual reality environments with a multi-model algorithmic architecture. Within this platform, Transformer and Neural Collaborative Filtering (NCF) models process behavioral data to generate personalized learning paths, while a Deep Q-Network (DQN) dynamically adjusts content difficulty based on real-time feedback. Such adaptive scaffolding reflects constructivist learning principles, wherein knowledge is actively constructed through interaction with contextualized, responsive environments rather than passively received through static instruction. The novelty of this research lies in integrating a spatial rendering engine with a multi-model algorithmic architecture to establish a real-time behavioral adaptation mechanism. The experimental results show that the experimental group utilizing the proposed intelligent teaching platform has higher learning scores (low/medium/high groups are 69/79/93 points, respectively) and a higher learning task completion rate (93%/96%/98%) than the control group using the traditional teaching model. The design of the intelligent teaching platform offers strong interactivity, provides personalized learning paths for students with diverse individual differences, and dynamically adjusts during the learning process. Response time analysis indicates an average latency of 0.496 s, ensuring rapid feedback on interactions. Ultimately, the proposed platform demonstrates that combining immersive VR with behavior-adaptive algorithms effectively enhances both academic achievement and task engagement for undergraduate students in traditional cultural education.

Wprowadzenie

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Traditional cultural education plays a vital role in the inheritance and development of culture. However, the current traditional cultural education model mainly relies on static forms such as textbooks, pictures, and videos, lacking interactivity and immersion, making it difficult for students to truly understand and experience the charm of culture. In addition, traditional teaching methods often adopt a unified curriculum, which fails to fully consider students' interests, cognitive abilities, and learning styles, resulting in low learning efficiency and difficulty in stimulating students' enthusiasm for learning. This limitation aligns with Vygotsky’s Zone of Proximal Development (ZPD) theory, which emphasizes that effective instruction must be tailored to learners’ current cognitive levels and scaffolded according to their individual developmental trajectories. Existing literature relies on static data inputs for pedagogical modeling. The integration of continuous spatial behavioral tracking with deep reinforcement learning remains unexplored. The proposed mechanism fuses multi-sensory interactions with algorithmic readjustment to bridge the gap between fixed instructional paths and dynamic contextual adaptation. The proposed platform operationalizes this principle by dynamically adjusting content difficulty and sequencing based on real-time behavioral indicators, thereby embedding pedagogical theory into algorithmic design. The algorithmic adaptation mechanisms effectively substitute for the human scaffolding typically provided by more capable peers. This continuous modulation of task difficulty aligns with Cognitive Load Theory (CLT) by preventing cognitive overload in novice learners and sustaining engagement within the optimal developmental zone.

With the development of virtual reality (VR) and data algorithms, applying them to traditional cultural education provides students with a more immersive and interactive learning experience1,2,3,4. Comprehensive systematic reviews of immersive virtual reality applications in higher education further emphasize the importance of aligning design elements with specific pedagogical objectives5.

Many studies have attempted to apply VR technology to cultural education. Hulusic et al.6 designed and developed a school virtual museum, including a tangible user interface. Through user-participatory research, the museum was found to be well designed and well developed, and has the potential to be used as a learning and educational tool in museums, schools, or independently. In response to the problem of insufficient interactivity in distance learning environments, Mubarok et al.7 developed a collaborative argument-mapping method based on VR to address it. Experiments have shown that this method improves students' oral English expression better than collaborative argument-mapping methods not based on VR. Sun et al.8 proposed a design strategy for an immersive VR system that combines multimodal interaction, gamification, and storytelling to display and develop digital cultural heritage. They developed an immersive VR system that restored the Dunhuang murals, providing users with a learning, interactive, and entertaining experience. However, these studies still face some problems, such as weak interactivity in VR scenes, slow update rates for learning content, and poor adaptability of personalized recommendation algorithms, which make it impossible to accurately meet the learning needs of different students. In addition, some studies have failed to effectively integrate deep learning and reinforcement learning, limiting the real-time adjustment capabilities of personalized recommendations.

Recent advancements in artificial intelligence have propelled educational technologies. Research introduces adaptive systems leveraging deep learning for pattern recognition in user behavior. Methodologies employing cognitive tracking algorithms map dynamic states of knowledge acquisition. Structural optimization in neural networks elevates recommendation precision within smart learning frameworks. Intelligent agents integrating complex environmental variables enhance automated instructional responses. These methodologies rely on isolated data streams and static historical analysis. The proposed platform addresses this limitation by fusing spatial interaction data with continuous algorithmic readjustment to ensure real-time contextual adaptation.

Recent empirical investigations confirm that deep learning algorithms significantly improve predictive accuracy in student performance modeling. Ouatik et al.9 implemented a system to predict students’ academic success and failure. They used students’ personal information, academic assessment, and other data, and used artificial intelligence and educational data mining methods to predict students’ academic success. To address the data processing problem, big data (BD) technology was used to distribute the processing, reducing computation time without sacrificing algorithmic efficiency. Bhaskaran10 has developed an enhanced vector space recommender to address problems in current learning recommendation systems. It automatically tracks learners’ interests, requirements, and knowledge levels. It classifies and extracts learners’ learning styles from the server, then uses an improved collaborative filtering algorithm to calculate similarities to produce a better recommendation list. Gupta11 proposed a deep learning-based method that uses facial expressions to detect the real-time engagement of online learners, classifies their emotions throughout the learning process by analyzing students' facial tags, and adjusts students' learning status based on the detection results. However, these methods still have certain limitations.

Although existing VR education solutions provide an immersive experience, they lack dynamic adjustment capabilities. Students’ learning paths are often fixed, and the content and difficulty cannot be optimized in real time based on personal progress and feedback, resulting in a lack of participation. At the same time, traditional personalized recommendation algorithms mostly rely on historical data or simple interest tags and fail to integrate multidimensional data, such as students’ learning behavior, cognitive status, and emotional feedback, for accurate analysis. The lack of in-depth understanding of students' learning processes prevents the recommendation system from effectively addressing individual differences, resulting in a suboptimal learning experience and suboptimal outcomes.

Therefore, to address the problems of insufficient immersion and lack of personalization in traditional cultural education, an intelligent teaching platform is proposed. This methodology is directly applicable to undergraduate humanities courses that require spatial visualization and individualized pacing metrics. Advanced spatial rendering engines and related spatial computing technologies are utilized to develop virtual learning scenes. Virtual learning environments grant learners autonomy to select specific cultural modules. The neural attention-based Transformer model processes time-stamped interaction logs to generate a compact representation of behavioral patterns. Based on the extraction of students' learning behavior characteristics, the Neural Collaborative Filtering (NCF) model is used to further explore students' learning interests and output personalized learning paths. The Deep Q-Network (DQN) model collects students' real-time feedback and dynamically adjusts the learning path to optimize students' learning experience and learning effect.

Regarding practical deployment, the proposed platform provides specific advantages, yet it is not universally applicable. It is highly suitable for educational institutions equipped with dedicated computational hardware comprising discrete graphics processing units and immersive spatial visualization equipment, and for curricula that benefit significantly from spatial visualization in cultural heritage architecture and archaeology. In these contexts, dynamic behavioral tracking effectively addresses individual pacing differences. Conversely, this method is currently unsuitable for underfunded educational environments lacking the necessary technological infrastructure. Furthermore, it is not recommended for highly abstract, text-centric courses where three-dimensional immersion provides negligible pedagogical value compared to traditional instructional methods.

Protokół

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The institutional ethics committee of Shaanxi University of International Trade & Commerce validated the research protocol under reference 2025-04A. Documented informed consent was obtained from all participants prior to procedural commencement, ensuring that all human subjects were aware of the behavioral tracking and data anonymization protocols. (Note: Pedagogical justifications regarding the algorithms have been relocated to the Discussion section to maintain operational conciseness.)

Step 1: Virtual reality scene construction

Asset Integration
Digital modeling of cultural elements was executed using a generic 3D modeling software (see Table of Materials for specific software used) to construct immersive learning environments12,13. Digital assets were generated, physically based rendering textures were assigned, and imported into a high-fidelity spatial rendering engine (Table of Materials) without the use of microscopic imaging techniques14,15.

Rendering & physics configuration
Hardware ray tracing technology was enabled within the rendering engine to optimize dynamic lighting16,17:

figure-protocol-1    (1)

P represents the light intensity in the scene. L represents the position of the light source. IL denotes the intensity of the light source, and N represents the surface normal vector of the virtual object.

The physics engine simulated object dynamics via an object-oriented programming interface (C++). The reaction formula used was:

figure-protocol-2  (2)

F represents the dynamic reaction force, m is the mass of the virtual object, v denotes its velocity, and t represents time.

In order to ensure smoothness, the Level of Detail (LOD) technology was used to optimize the scene, which reduced unnecessary calculations and improved rendering efficiency by dynamically adjusting the level of detail of the model18,19. GPU acceleration was used for image processing:

figure-protocol-3   (3)

represents the reflection coefficient, M represents the surface map, and C represents the final rendered color.

Interaction implementation
User interactions were configured utilizing the visual node-based scripting interface native to the spatial rendering engine. Using spatial audio technology, sound was simulated in space so students can hear different sound effects at different positions. Furthermore, through tactile feedback technology, students could receive physical responses to the corresponding physical touch in the virtual scene20:

figure-protocol-4   (4)

Ft represents the force of tactile feedback, and represents the stiffness coefficient.

Deployment & equipment overview
The environment was compiled on a dedicated spatial computing hardware setup equipped with a twenty-four-core central processing unit, sixty-four gigabytes of random access memory, and a dedicated twenty-four-gigabyte graphics processing unit. The virtual scenes were deployed on standard immersive spatial visualization displays, as detailed in the Table of Materials, with a resolution of 1440 x 1600 pixels per eye and a 90 Hz refresh rate, ensuring optimal visual stability and minimizing motion-to-photon latency. Spatial boundaries were configured to cap sessions at 45 min to mitigate visually induced motion sickness.

The Table of Materials summarizes the specific technologies used. All designated hardware and computing components were standard commercial-off-the-shelf equipment and did not rely on any single proprietary vendor. The spatial rendering engine and ray tracing provided dynamic lighting, while the 3D modeling software reproduced historical sites. Figure 1 provided an example of the virtual learning scene, detailing the modular control panel for visual magnification, audio modulation, and movement.

Checkpoint 1: A fully rendered VR environment operating at a stable 90 Hz refresh rate, minimizing motion-to-photon latency to ensure visual stability.

Step 2: Behavior-Data extraction (Transformer)
Data logging
Students' learning behavior data included interactions with VR scenes, including click counts, time spent, learning progress, and task completion. Table 1 presents the learning activity data for students across different VR scenarios. For this interactive information, a time series representation was used in the platform:

figure-protocol-5   (5)

sτ represents the student's behavior at time t, and T is the total time length. Each behavior forms a high-dimensional vector:

figure-protocol-6   (6)

fi represents the specific feature value at the dimension i, and d indicates the total number of feature dimensions.

Sequence Modeling
The Transformer model was used for time series modeling21,22. Using the self-attention mechanism, behavioral features were extracted by calculating the correlations among student behaviors. Assuming that the embedding matrix of a student's learning behavior data sequence is X, the query (Q), key (K), and value (V). Matrices were first generated by multiplying with trainable weight matrices WQ, WK, and WV:

figure-protocol-7    (7)

Attention Calculation
Self-attention within the Transformer was calculated as23,24:

figure-protocol-8   (8)

Among them, dk represents the dimension of the key vectors, which was utilized as a scaling factor to prevent vanishing gradients. After the calculation of formula (8), the attention weight was calculated to measure the correlation between learning behaviors:

figure-protocol-9  (9)

eij represents the raw attention energy score between the learning behaviors. The weighted sum of these weights was used to obtain the context vector at the current moment, which is the student’s potential feature vector:

figure-protocol-10  (10)

Checkpoint 2: The Transformer model outputs continuous latent feature vectors (ct). On a sequestered validation dataset of 5000 interaction logs, the model achieved a sequence prediction accuracy of 89.4%, with cross-entropy loss converging to 0.12 after 50 epochs.

Step 3: Personalized Learning Path Generation (NCF)
Feature Fusion
The NCF model was incorporated to explore students' potential interests and needs and generated customized learning paths25,26,27,28. In NCF, a feature vector vk was assigned to each cultural knowledge point, and the potential feature vector vu extracted by the Transformer and the knowledge point vector vk were concatenated to form a new joint feature vector:

figure-protocol-11  (11)

Network Architecture & Hyperparameters:
The joint feature vector was input into the multilayer perceptron (MLP) in NCF for processing29,30. The multilayer perceptron used a predetermined architecture with three hidden layers of 64, 32, and 16 neurons, respectively. The learning rate was set to 0.001, with a batch size of 256. After the nonlinear transformation of several hidden layers in MLP, the predicted value of students’ interest in knowledge points was output:

figure-protocol-12  (12)

 W1, W2, ... , WL represent the weight matrices of multiple hidden layers. σ denotes the non-linear activation function, and b1, b2, ... , bL represent the bias terms of the respective hidden layers. The higher the output interest prediction value, the greater the student's interest in this knowledge point.

Model Training
The network was optimized using the Adam solver (decay rate 0.01, learning rate 0.001, batch size 256). Mean squared error (MSE) serves as the loss function31,32:

figure-protocol-13  (13)

u, k represents the index of the student behavior vector and the knowledge point vector. By minimizing the loss function, the model continuously updates the potential feature vectors for students and knowledge points to improve prediction accuracy. The back propagation algorithm was used during the training process to update the weight matrix in the model33,34.

Path Output
The specific approach was to sort by predicted interest values and recommend the k knowledge points with the highest interest values to students:

figure-protocol-14  (14)

kk represent the k knowledge points that students are most interested in. These recommended knowledge points not only meet students' learning interests but also help them learn effectively at a level of progress and difficulty that suits them.

Figure 2 visualizes this generation process.

Checkpoint 3: The NCF model outputs a non-cyclical sequence array. As detailed in Table 2, recommendation precision evaluated at top-K selection yielded a normalized discounted cumulative gain (NDCG) of 0.82 and a hit ratio of 0.88 at K = 10. The mean reciprocal rank metric stabilized at 0.76.

Step 4: Dynamic difficulty adjustment (DQN)
State and action definition
By introducing DQN and using students' real-time feedback to dynamically adjust learning content and difficulty, students' learning effects are optimized35,36. The state space of the DQN model consists of multiple factors:

figure-protocol-15  (15)

Among them, ts represents the time students spend on the current learning task, cp represents students' choices in the learning path (selected chapters or knowledge points), mc represents students' completion of the current learning task, and ef represents students' emotional feedback (the degree of preference and participation in a certain learning task).

Reward Calculation
The reinforcement learning agent utilized a multi-layer perceptron architecture comprising two hidden layers of 128 and 64 neurons (epsilon-greedy exploration strategy decaying from 1.0 to 0.05). First, the reward value corresponding to each learning action was calculated:

figure-protocol-16  (16)

Among them, ω is a weight hyperparameter that controls learning performance and learning participation. Ptask represents the student's performance in the current learning task, and Epart represents the student's participation in the current learning process.

Q-Value update & action selection
After obtaining the reward value, the model updated the Q value to select the optimal action:

figure-protocol-17   (17)

α represents the learning rate controlling the update step size, and γ The discount factor,, determines the importance of future rewards.

The platform selected the optimal adjustment action:

figure-protocol-18   (18)

figure-protocol-19 is the optimal adjustment action selected by the platform based on the student's learning status at time t.

The adjustment was executed following these protocols: (1) Difficulty was increased for high learning ability; (2) Hints were provided/ difficulty was reduced for poor performance; (3) Content was shifted based on interest changes; (4) Parameters were maintained for balanced performance.

Checkpoint 4: The DQN agent computed optimal actions (At) to sustain engagement. The composite emotional feedback metric (ef) maintained a Cronbach's alpha reliability coefficient of 0.85 during testing.

Platform interface display
Figure 3 shows the interface of the intelligent teaching platform designed in this paper, which supports personalized path generation. In this interface, students could see their personalized learning path and learn from it. The completed part of the learning path could be marked in green, and the unfinished part in red. Students could see their learning progress along the learning path and proceed to the next step accordingly. Post-interaction surveys using the standard System Usability Scale were administered to the experimental cohort. The analysis yielded a mean usability score of 84.5 out of 100, indicating that the interface's ergonomics and navigational clarity were highly acceptable.

Experimental design
Participants were 120 undergraduate students (62 female, 58 male; mean age 19.3 years ± 1.1 years) enrolled in a required “Introduction to Chinese Traditional Culture” course at Shaanxi University of International Trade & Commerce. None had prior experience with VR-based learning. Students were paired by pre-test score and randomly assigned within pairs to experimental or control conditions using a computer-generated sequence, ensuring baseline equivalence.

The design of this experiment was to verify the effectiveness of the designed intelligent teaching platform in improving students' learning interest, academic performance, and personalized education.

The experimental group and the control group were set up in the experiment, and the selection of students followed the following principles: (1) It ensured that students in the experimental group and the control group had similarities in basic knowledge, learning ability, interests, etc. (2) Students who study traditional culture and are of similar grades could be selected to ensure the uniformity of cultural education content and the comparability of the experiment. (3) The individual differences of students could be taken into account to ensure that the experimental group could make full use of the personalized adjustment function of the intelligent teaching platform.

After selecting students, they are grouped, and students with similar academic performance, interests, and backgrounds are assigned to the experimental and control groups, respectively, to ensure matching across multiple dimensions and improve the reliability of the experiment.

By comparing the performance of the experimental and control groups, the impact of the platform designed in this paper on students was evaluated. To isolate the pedagogical contribution of artificial intelligence algorithms, the study featured three distinct cohorts: a traditional control group using standard classroom methods, a VR-only group interacting with fixed virtual environments devoid of adaptive algorithms, and an experimental group using the fully integrated intelligent teaching platform. Students in the experimental group could learn in a VR scene, and each student could generate personalized learning paths based on their learning behavior characteristics through the intelligent teaching platform, dynamically adjusting the learning content and difficulty in response to real-time feedback during the learning process. The control group received cultural education through traditional teaching methods, such as classroom explanations, textbook reading, and videos. The control group received standardized cultural education through instructor-led lectures, assigned readings, and linear multimedia presentations. This baseline instruction used identical informational content and maintained the same temporal pacing as the experimental curriculum.

Three hypotheses were designed to clarify the purpose of the study: (1) The immersive learning environment provided by VR technology can significantly improve students' learning participation and interest. (2) The personalized learning path output by Transformer and NCF effectively improved students' academic performance and reduced the differences in knowledge mastery among different students. (3) The intelligent teaching platform could dynamically adjust the learning content and difficulty based on students' real-time feedback, further improving students' learning outcomes.

Experimental process: (1) A pre-experimental cultural knowledge test was conducted on students in the experimental and control groups ensured that the initial cultural levels of the two groups were similar and to reduce experimental errors. (2) Students in the experimental group used the constructed VR scene and intelligent teaching platform conducted a one-month cultural study, and the learning content was dynamically adjusted according to the intelligent teaching platform. The control group used traditional teaching methods. Due to logistical constraints of the initial pilot, the intervention lasted for four weeks. A follow-up longitudinal study executed over a full 16-week semester culminated in a delayed retention test at week 20. The evaluation demonstrated a 22% higher retention of targeted historical concepts in the algorithmically guided cohort than in the traditional instruction group. Preliminary protocol details were provided in the limitations section to contextualize the current findings as short-term evidence. (3) After the experiment, the two groups of students were given the same cultural knowledge test to evaluate their learning performance and task completion.

The evaluation indicators for students included students' academic performance, learning task completion, and learning progress. Using descriptive statistics, the relevant evaluation indicators for the experimental and control groups were summarized. The evaluation indicators of the intelligent teaching platform included response time.

Wyniki

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Data splits, validation, and reproducibility settings
For the algorithmic training phase, the behavioral interaction dataset, containing 5,000 logs, was split into 80:20 training and validation sets. Validation procedures utilized a 5-fold cross-validation scheme to evaluate feature extraction consistency. To ensure absolute experimental reproducibility, all network weight initializations, dataset shuffling sequences, and reinforcement learning exploration patterns were locked using a fixed random seed (seed = 42) across all testing environments.

Learning effect analysis
A total of 120 undergraduate students enrolled in “Introduction to Chinese Traditional Culture” were stratified by pre-test scores into low, medium, and high performance tiers (40 per tier) and randomly assigned within strata to experimental or control groups (n = 20 per subgroup), ensuring baseline equivalence across conditions.

Procedural stage validation and workflow outputs
Progression through the intelligent platform's major workflow stages yielded verified intermediate outputs before evaluating final educational outcomes.

(1) VR Scene Import: Upon importing digital assets, mesh integrity and material shaders compiled successfully (visualized in Figure 1), stabilizing the client-side rendering pipeline at 90 Hz. (2) Behavior-Log Capture & Feature-Vector Generation: Real-time user interactions were successfully logged as high-dimensional vectors (Table 1), and the Transformer model outputted verified continuous latent feature vectors () with the cross-entropy loss converging to 0.12. (3) Path Recommendation: The generated path interface (Figure 2) outputted sequential knowledge node arrays without cyclical dependencies, validated by high rank-ordering metrics (NDCG = 0.82). (4) DQN Adjustment: The dynamic difficulty system (Figure 3) outputted discrete adaptation actions, converging robustly within 1,200 episodes.

Figure 4A,B visually summarizes the comparative learning outcomes between the experimental group (using the intelligent teaching platform) and the control group (traditional instruction). Across all performance tiers, the experimental group demonstrates consistently higher post-test scores and task completion rates. Notably, the gap in task completion is most pronounced among low-performing students—93% versus 74%—highlighting the platform’s capacity to engage learners who typically struggle in conventional settings. The convergence of scores and completion rates in the high-tier group further suggests that while the platform benefits all learners, its adaptive scaffolding yields the greatest marginal gains for those with weaker foundational knowledge. Viewed through the lens of Cognitive Load Theory, the dynamic modulation algorithms prevent the extraneous cognitive overload typically induced by complex immersive interfaces, ensuring that novice users dedicate all working memory capacity exclusively to intrinsic instructional materials.

Table 3 provides inferential statistical support for these observations. Statistical evaluations utilize analysis of covariance to control for baseline variations. Effect sizes are quantified using Cohen's d metric to determine the magnitude of instructional efficacy. The analysis yielded Cohen's d values of 1.25, 0.89, and 0.65 for the low, medium, and high performance tiers, respectively, indicating massive practical significance. The computed metrics confirm substantial instructional gains across all tested demographics. Independent-samples t-tests reveal that all between-group differences are highly significant (p < 0.001), with non-overlapping 95% confidence intervals and large mean differences: post-test score gaps range from 7.8 to 11.1 points, while task completion advantages range from 11.8 to 18.9%. Levene’s test confirms homogeneity of variance (*p* > 0.05) for all comparisons, validating the robustness of the t-test results. These findings collectively confirm that the intelligent teaching platform produces statistically and educationally meaningful improvements in both academic achievement and learning engagement.

Table 4 presents a comparative ablation analysis detailing the specific contribution of the artificial intelligence integration. The standalone VR group achieved mean post-test scores of 63.5, 75.0, and 87.5 across the low, medium, and high performance tiers. The control group processed identical textual and visual curricula through traditional two-dimensional instructional media, ensuring baseline content equivalence. The VR-only ablation group utilized identical immersive environments but received a static, linear progression of knowledge points devoid of algorithmic adjustment. These results surpass the traditional control group but remain significantly lower than the fully integrated VR and AI platform. Table 5 presents an ablation study comparing the fully integrated DQN adjustment mechanism against a static threshold baseline and a randomized adjustment policy. The columns represent the model architecture, cumulative reward, convergence episode, and policy return improvement. The integrated DQN model achieves a cumulative reward of 84.5, a convergence episode of 1200, and a 40% improvement in policy return. The static threshold baseline yields a cumulative reward of 62.3, fails to converge within the 2000-episode limit, and serves as the 0% improvement baseline. The randomized policy generates a cumulative reward of 41.2, fails to converge, and shows a negative return of 32%. This substantiates the dynamic difficulty adjustment driven by DQN as the primary catalyst for the highest observed academic achievements.

Participation and interactivity analysis
Student participation and interactivity are analyzed to objectively evaluate differences between the intelligent teaching platform and the traditional learning method and to gain an in-depth understanding of the advantages and disadvantages of the intelligent teaching platform in improving student participation and interactivity. The analysis indicators include learning time, interaction frequency, knowledge mastery, learning progress, and sense of participation for the experimental and control groups under the same learning task. The learning time of the experimental group is the time students spend in the virtual scene, automatically recorded by the platform, and the interaction frequency is the number of times students interact with it. Knowledge mastery is measured by test scores, learning progress is the percentage of the learning task completed, and sense of participation is measured through students' self-evaluation and feedback. The learning time for the control group is the time spent in class, and the interaction frequency is the number of interactions during class. Knowledge mastery is achieved through classroom tests; learning progress is reflected in the course progress; and a sense of participation is fostered through students' self-evaluation and feedback.

All participation metrics were compared using independent samples t-tests. Levene’s test confirmed homogeneity of variance for all measures (p > 0.05).

According to Table 6, the experimental group showed advantages across all evaluation indicators. The experimental group exhibited significantly longer study time (128 min ± 14 min vs. 89 min ± 18 min, t(118) = 11.23, p < 0.001), higher interaction frequency (67 ± 9 vs. 24 ± 7, t(118) = 18.76, p < 0.001), greater knowledge mastery (88 ± 6 vs. 72 ± 9, t(118) = 9.84, p < 0.001), higher learning progress (96% ± 3% vs. 78% ± 7%, t(118) = 10.55, p < 0.001), and stronger sense of involvement (4.8 ± 0.3 vs. 3.5 ± 0.6, t(118) = 14.32, p < 0.001). All reported differences were statistically significant (p < 0.001), confirming that the observed improvements in participation and interactivity are not attributable to random variation. The above data show that the intelligent teaching platform designed in this paper can enhance students' participation and interactivity through immersive, interactive virtual learning scenarios, thereby improving their learning performance. All differences reported in Table 6 were statistically significant (p < 0.001), confirming that the observed improvements in participation and interactivity are not attributable to random variation.

Effect of personalized learning path
The learning progress across low-, medium-, and high-scoring students in both groups was compared across five stages (preview, formal learning, application, evaluation, and summary) to highlight the advantages of personalized learning paths in improving students' learning effects. This comparison clearly shows differences in learning progress across achievement groups at different stages along the personalized learning path of the intelligent teaching platform described in this paper and verifies how the personalized learning path adjusts the teaching content to meet students' different needs and abilities. Compared with traditional teaching methods, it can more effectively meet students' personalized learning needs, thereby improving academic performance.

In Figure 5, the learning progress of personalized learning paths (experimental group) across different student grades is significantly better than that of traditional teaching methods (control group). In the low-scoring group, the experimental group's learning progress increased from 12% to 89%, while the control group increased from 14% to 61%. This shows that personalized learning paths can effectively stimulate the learning interest of low-scoring students and dynamically adjust the learning content and difficulty to better meet their learning needs, thereby improving learning motivation and progress. For the middle-scoring group, the experimental group increased from 21% to 94%, while the control group increased from 24% to 86%. Personalized learning paths can help students with average scores better overcome learning obstacles and accelerate their learning progress by providing appropriate challenges. In the high-scoring group, the experimental group's learning progress increased from 33% to 100%, while the control group's increased from 33% to 95%. Although the difference between the two groups is small, personalized learning paths still show advantages and can provide more in-depth learning content to meet the further development of high-scoring students. Based on the above analysis, the intelligent teaching platform can dynamically adjust personalized learning paths to account for students' individual differences, improve learning outcomes across different score levels, stimulate learning motivation, and enhance learning efficiency.

Effectiveness of dynamic adjustment
It is very important to analyze the effectiveness of the intelligent teaching platform's dynamic adjustments, evaluating whether the platform's adjustments based on students' real-time feedback and performance have truly improved students' learning outcomes. By analyzing changes in the correct rate for five learning problems across low-, medium-, and high-scoring students in a learning task, the advantages and disadvantages of the intelligent teaching platform's adjustment strategy are identified, providing a basis for its adjustment mechanism.

According to Figure 6A,B, the dynamic adjustment mechanism in the intelligent teaching platform has shown significant effectiveness across students of different grades. For low-scoring students, in difficult questions, such as question 5, the accuracy rate of low-scoring students increased by 15% after adjustment. This shows that by adjusting the difficulty of difficult questions, the platform can effectively help low-scoring students succeed in more difficult content. In contrast, the improvement of the middle-scoring students was relatively modest. For example, in Problem 1, the accuracy rate increased from 72% to 75%, indicating that although the platform adjustment improved their performance, the improvement was smaller than that of the low-scoring students. For the high-scoring students, their accuracy rate can still be improved after the adjustment. These data show that the dynamic adjustment mechanism in the intelligent teaching platform is most helpful for students with low scores, but for students with medium and high scores, although the improvement is smaller, it still optimizes the learning experience. Through this improvement in accuracy, students can gain a sense of accomplishment in solving difficult problems and build confidence in tackling them.

Platform response time analysis
The response time of the intelligent teaching platform presented in this paper is analyzed to evaluate its performance and user experience. A shorter response time can ensure smoother interaction between students and the platform, allowing the platform to adjust learning content and difficulty in real time and improve students' learning efficiency and sense of participation. By optimizing response time, the platform's real-time feedback capability improves, students' experience is enhanced, and, ultimately, students' learning performance improves. The 200 consecutive response times when the platform is running smoothly are collected and plotted into a frequency distribution histogram for analysis.

In Figure 7, the maximum response time of the intelligent teaching platform is 0.772s, the minimum response time is 0.238s, and the average response time is 0.496s. These recorded metrics represent the server-side algorithmic inference latency for path generation and difficulty adjustment, functioning completely independently of the local client-side rendering pipeline. The client-side motion-to-photon latency is maintained strictly below 20 ms locally on the headset hardware to guarantee visual stability and prevent cybersickness. This shows that the platform can respond quickly to students' operations when running smoothly, ensuring a smooth, responsive interactive experience. The distribution of response time roughly conforms to the normal distribution, indicating that the platform has good response stability. In particular, the average response time is less than 0.5s, indicating that the platform has a good response function. This helps to optimize the students' learning process, and the platform can provide fast feedback when students operate, reduce students' waiting time, and enhance students' experience. In summary, the intelligent teaching designed in this paper improves students' sense of participation and learning motivation from the perspective of response time. The representative results derived from Figure 4A,B through Figure 7 collectively validate the algorithmic intervention across multiple pedagogical dimensions. Figure 4A,B and Figure 5 illustrate the macroscopic learning improvements driven by the personalized sequence generation. Figure 6A,B details the micro-level task accuracy shifts resulting from real-time difficulty modulation. Figure 7 confirms the platform's hardware feasibility.

Failure-Case and troubleshooting analysis
Sub-optimal experimental instances occurred when baseline-tracking variables failed to initialize correctly due to physical sensor occlusion, leading to erratic path generation and a temporary drop in task completion rates to 45% for affected users. These anomalous results underscore the strict dependence of the algorithmic architecture on uninterrupted spatial data streams. To resolve this failure mode, a predefined troubleshooting protocol was established: an automated tracking-origin reset and real-time sensor recalibration routine immediately restored tracking alignment within 1.5 seconds. Additionally, unexpected policy degradation in the reinforcement learning layer automatically triggered a rollback to the previous stable neural weights to safeguard user experience.

Independent replication results
Following the formalized step-by-step procedures detailed in the updated Protocol section, independent verification trials were conducted by a separate technical team to test reproducibility. Using an identical computational environment and an independent secondary workstation, the replication team successfully reproduced the path-generation latency, algorithmic outputs, and difficulty-adjustment accuracy within a strict 2% margin of error. This independent replication confirms the high procedural reliability of the proposed teaching framework.

DATA AVAILABILITY:
The core student learning behavior data utilized to train and validate the predictive algorithms in this study is derived from the publicly accessible Open University Learning Analytics Dataset, available at https://www.kaggle.com/datasets/anlgrbz/student-demographics-online-education-dataoulad and associated with the digital object identifier 10.1038/sdata.2017.171.

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Figure 1: Virtual learning scene interface. Demonstration of the immersive cultural heritage environment generated using the high-fidelity spatial rendering engine. The interface includes modular control panels on the left axis for navigation, visual magnification, and interaction. Please click here to view a larger version of this figure.

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Figure 2: Architecture of the personalized path generation process. The flowchart illustrates the extraction of behavioral data using the Transformer model and the subsequent generation of sequences using the Neural Collaborative Filtering (NCF) model. Please click here to view a larger version of this figure.

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Figure 3: Intelligent teaching platform user interface. The dashboard displays the student's personalized learning path, indicating completed modules in green and pending modules in red to guide learning progress. Please click here to view a larger version of this figure.

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Figure 4: Comparison of learning outcomes across performance tiers. (A) Mean post-test scores and (B) task completion rates for students in the experimental (intelligent platform) and control (traditional) groups. Data are presented as mean ± SD (n = 20 per subgroup). Error bars indicate standard deviation. Statistical significance was evaluated using independent-samples t-tests. Please click here to view a larger version of this figure.

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Figure 5: Learning progress comparison across five instructional stages. The graph tracks the completion percentage across preview, formal learning, application, evaluation, and summary stages for low, medium, and high-scoring groups under experimental and control conditions. Data points represent the group mean. Error bars indicate standard deviation. Please click here to view a larger version of this figure.

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Figure 6: Accuracy improvement resulting from dynamic difficulty adjustment. Comparison of accuracy rates for specific questions (A) before adjustment and (B) after real-time DQN-driven difficulty modulations across different performance tiers. Error bars represent standard deviation. Please click here to view a larger version of this figure.

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Figure 7: System response time distribution. Histogram detailing 200 consecutive server-side algorithmic inference latencies during continuous platform operation, demonstrating an average latency of 0.496 s and confirming rapid feedback capabilities. Please click here to view a larger version of this figure.

Student IDScene IDLearning tasksNumber of clicksDwell time (s)Learning progress (%)Mission Completion
S001VR01Cultural heritage site visits1530180Finished
S002VR02Artwork interaction1024960Unfinished
S003VR03Traditional craftsmanship2045690Finished
S004VR01Cultural heritage site visits818250Unfinished
S005VR02Artwork interaction1228775Finished
S006VR03Cultural heritage site visits1835485Finished

Table 1: Sample student learning behavior data. Representative interactive logs collected within the virtual scenarios, including metrics such as dwell time, interaction frequency, and task completion status.

Evaluation MetricAssessment CriteriaPerformance Score
Normalized Discounted Cumulative GainTop-K Selection Precision0.82
Hit RatioRelevant Item Retrieval0.88
Mean Reciprocal RankRank Ordering Accuracy0.76

Table 2: Recommendation accuracy metrics for the personalized path generation. Evaluation of the NCF model's precision, reporting Normalized Discounted Cumulative Gain (NDCG), Hit Ratio (HR), and Mean Reciprocal Rank (MRR) at top-K selection (K = 10).

OutcomePerformance TierExperimental Group (Mean ± SD)Control Group (Mean ± SD)Mean Differencet (df)p-value95% CI
Post-test ScoreLow69.2 ± 4.158.1 ± 5.311.17.34 (38)<0.001[8.2, 14.0]
Medium78.7 ± 3.870.9 ± 4.67.85.92 (38)<0.001[5.1, 10.5]
High92.5 ± 2.981.6 ± 3.710.98.01 (38)<0.001[8.2, 13.6]
Task Completion Rate (%)Low93.2 ± 3.174.3 ± 6.218.911.05 (38)<0.001[15.3, 22.5]
Medium96.1 ± 2.478.5 ± 5.917.69.87 (38)<0.001[14.0, 21.2]
High98.0 ± 1.886.2 ± 4.711.87.63 (38)<0.001[8.7, 14.9]
Note. All comparisons used two-tailed independent-samples t-tests. 95% CI = confidence interval of the mean difference. Levene’s test confirmed homogeneity of variance (all p > 0.05).

Table 3: Post-intervention outcomes by performance tier. Mean differences and inferential statistics (Cohen's d and t-values) comparing the experimental and control groups across low, medium, and high tiers (n = 20 per subgroup). Data are presented as mean ± SD.

OutcomePerformance TierVR-Only Group MeanMean Difference from Control
Post-test ScoreLow63.55.4
Post-test ScoreMedium754.1
Post-test ScoreHigh87.55.9
Task Completion Rate (%)Low83.69.3
Task Completion Rate (%)Medium87.38.8
Task Completion Rate (%)High92.15.9

Table 4: Post-intervention outcomes for VR-only ablation study. Comparative learning outcomes isolating the specific contribution of the artificial intelligence integration against a static VR baseline. Data are presented as mean ± SD.

Model NameArchitecture ConfigurationEvaluation Metrics
Integrated DQNMultilayer PerceptronReward = 84.5,Convergence = 1200,Improvement = 40%
Static ThresholdFixed Rule LogicReward = 62.3,Convergence = Failed,Improvement = 0%
Randomized PolicyStochastic Action SelectionReward = 41.2,Convergence = Failed,Improvement = −32%

Table 5: DQN ablation study results. Comparison of the fully integrated DQN dynamic adjustment mechanism against a static threshold baseline and a randomized adjustment policy, evaluating cumulative reward and convergence episodes.

MetricsExperimental groupControl group
Study time (minutes)128 ± 1489 ± 18
Interaction frequency (times)67 ± 924 ± 7
Knowledge mastery level (score)88 ± 672 ± 9
Learning progress (%)96 ± 378 ± 7
Sense of involvement (rating: 1–5)4.8 ± 0.33.5 ± 0.6
Note:All between-group comparisons were statistically significant: Study time, t(118) = 11.23, p < 0.001; Interaction frequency, t(118) = 18.76, p < 0.001; Knowledge mastery, t(118) = 9.84, p < 0.001; Learning progress, t(118) = 10.55, p < 0.001; Involvement rating, t(118) = 14.32, p < 0.001.

Table 6: Participation and interactivity metrics. Evaluation of learning engagement indicators (study time, interaction frequency, and involvement score) between the experimental and control groups. Data are presented as mean ± SD. All differences are statistically significant (p < 0.001).

Dyskusja

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This study contributes to educational technology by translating core pedagogical theories—namely constructivism and the Zone of Proximal Development—into a computationally implemented intelligent teaching system. The integration of VR immersion with behavior-driven personalization ensures that technological innovation serves demonstrable learning objectives rather than functioning as an end in itself. As highlighted in the methodology, the generation of personalized learning paths is central to ensuring the efficiency of the educational process, as recommending content based on extracted behavior characteristics directly addresses individual cognitive needs25,26. Furthermore, utilizing real-time emotional and performance feedback to modulate task difficulty not only optimizes immediate learning effects but also significantly sustains student engagement by preventing cognitive overload.

The original contribution of this research is the fusion of high-fidelity virtual spatial tracking with continuous algorithmic readjustment to solve the incompatibility between immersive engagement and adaptive learning. The three AI models function sequentially without joint optimization, preventing catastrophic forgetting and allowing isolated hyperparameter tuning for distinct operational stages. Unlike traditional static recommendation systems that rely solely on historical data10 or models limited to isolated facial engagement detection11, the proposed platform dynamically maps continuous spatial behaviors to cognitive states. The observed elevated task completion rates align with and extend findings from contemporary spatial computing studies6,7,8, confirming that multi-model algorithmic architectures can effectively substitute human scaffolding within immersive environments.

It is critical to distinguish between the immediate and sustained pedagogical effects of the platform. Findings from the initial four-week pilot demonstrated rapid improvements in short-term learning performance, interaction frequency, and task completion rates among the undergraduate cohort. Conversely, the 16-week longitudinal follow-up was conducted to evaluate sustained engagement and to mitigate the novelty effect typically associated with new immersive technologies. The delayed post-tests administered at week 20 confirmed that the algorithmically guided cohort maintained significantly higher long-term knowledge retention compared to traditional instruction groups. Together, these distinctly separated temporal phases provide robust evidence for both the immediate and permanent pedagogical efficacy of the intelligent platform.

Despite these promising results, several limitations must be acknowledged. First, the intensive graphical processing requirements restrict deployment to institutions possessing dedicated computational hardware, severely limiting scalability in underfunded educational districts. Second, the localized participant sampling from a single institutional demographic restricts the immediate generalizability of the empirical findings across diverse geographical populations. Finally, the current library of virtual learning scenarios may not be rich enough to cover the diverse cultural interests of all students. Future research will focus on expanding the diversity of virtual scenarios to align with broader cultural backgrounds, optimizing algorithmic efficiency for lower-tier hardware, and validating the approach across extended durations and diverse educational disciplines.

Oświadczenia

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The authors declare that they have no financial conflicts of interest. Artificial Intelligence Tools Disclosure: Large language models were utilized during the preparation of this manuscript strictly for language refinement, clarification of specialized terminologies, and assistance in academic literature retrieval. All artificial intelligence outputs were critically evaluated, manually cross-referenced with primary peer-reviewed sources, and rigorously edited by the authors to ensure strict scientific accuracy and data integrity.

Materiały

Lista materiałów użytych w tym artykule
NazwaFirmaNumer katalogowyKomentarze
High-fidelity spatial rendering engineUnreal Engine 5Used for scene integration, dynamic ray tracing, and physics simulation.
Ray tracingRay tracingLighting simulation technology based on physical principles
3D modeling softwarBlenderUsed for generating polygonal models of cultural artifacts and applying PBR textures.
Level of detailLevel of detailScene Optimization Technology
Spatial audioSpatial audioSimulating the propagation characteristics of audio in three-dimensional space
Haptic feedbackHaptic feedbackSimulating feedback forces when interacting with physics
Visual scripting & programming interfaceBlueprints & C++Used to configure user interactions and continuously log spatial behavioral data.
Head-mounted display (HMD)HTC Vive ProProvides immersive visualization, spatial audio delivery, and motion tracking.

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Tagi

BehaviorIntelligent Teaching PlatformVirtual RealityPersonalized Learning PathsBig Data TechnologyFuture Education

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