摘要
This study explores the innovative application of Virtual Reality (VR) animation to promote Chinese opera culture among international university students in multicultural educational settings. The research underscores its scientific contribution by integrating technological advancements in VR with cultural education, providing a novel framework for cross-cultural learning. Employing a mixed-methods approach, this study combines quantitative data from structured surveys with qualitative insights from open-ended responses. The sample comprised 300 students, stratified by nationality, age, and academic field to ensure diverse representation. Participants included students from China, Korea, Finland, Malaysia, India, and Australia, spanning age groups under 18, 18–35, and over 35, and academic fields such as Art and Design, Business, Computer Engineering, Architecture, and Education. Quantitative results indicate that 75% of respondents perceive VR animation as effective for understanding and appreciating Chinese opera culture, with significant variations observed based on age, cultural familiarity, and field of study. Notably, students from culturally proximate regions (e.g., China, Korea, Malaysia) demonstrated higher engagement, whereas students from culturally distant regions (e.g., Finland, Australia) exhibited lower receptivity. Younger students (18–23 years) and those in Art and Design displayed heightened interest in VR cultural content. Thematic qualitative analysis underscores the roles of immersion, interactivity, and cultural adaptability as critical factors influencing engagement, aligning with experiential and constructivist learning theories. These findings highlight the transformative potential of VR animation in fostering cultural understanding across diverse demographic groups. This research concludes that VR can serve as a pivotal tool in internationalizing Chinese opera culture, fostering inclusivity and appreciation across varied cultural contexts. Future research should focus on the longitudinal effects of VR in cultural education to develop adaptive VR-based learning models for a global audience.