Investigating Students’ Immersion, Motivation and Cultural Heritage Learning in Gamified and Non-gamified Virtual Reality Environments
Investigating Students’ Immersion, Motivation and Cultural Heritage Learning in Gamified and Non-gamified Virtual Reality Environments
Investigating Students’ Immersion, Motivation and Cultural Heritage Learning in Gamified and Non-gamified Virtual Reality Environments
Markos Souropetsis, Eleni A. Kyza, Yiannis Georgiou, Louis Nisiotis
Abstract
"This study investigated the effect of gamification on university students’ immersion, motivation, and cultural heritage learning in the context of a Virtual Reality (VR) learning environment. An experimental research design was adopted to analyze the experience of forty- six (n=46) undergraduate students who were randomly assigned to two conditions (Gamified / Non-gamified VR environment). Data were collected using pre- and post-learning assessments, immersion and motivation questionnaires. Analyses showed that students in the gamified VR learning environment experienced higher levels of attention and flow, reported greater perceived competence, and exhibited increased learning gains, in comparison to their counterparts who used the non-gamified VR environment. Moreover, higher and more positive correlations were identified between students’ immersion, motivation and learning in the gamified condition. The findings of this study can contribute to the principled design of VR environments to optimize students’ knowledge acquisition and learning experience."
Reference
Souropetsis, M., Kyza, E. A., Georgiou, Y., & Nisiotis, L. (2024, June). Investigating students’ immersion, motivation and cultural heritage learning in gamified and non-gamified virtual reality environments [Paper presentation]. 18th International Conference of the Learning Sciences (ICLS 2024). https://clok.uclan.ac.uk/id/eprint/51055/
Keywords
Gamification, Virtual Reality (VR), Immersion