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Immersive virtual-reality computer-assembly serious game to enhance autonomous learning

Immersive virtual reality (VR) environments create a very strong sense of presence and immersion. Nowadays, especially when student isolation and online autonomous learning is required, such sensations can provide higher satisfaction and learning rates than conventional teaching. However, up until t...

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Detalles Bibliográficos
Autores principales: Checa, David, Miguel-Alonso, Ines, Bustillo, Andres
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Springer London 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8695959/
https://www.ncbi.nlm.nih.gov/pubmed/34961808
http://dx.doi.org/10.1007/s10055-021-00607-1
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author Checa, David
Miguel-Alonso, Ines
Bustillo, Andres
author_facet Checa, David
Miguel-Alonso, Ines
Bustillo, Andres
author_sort Checa, David
collection PubMed
description Immersive virtual reality (VR) environments create a very strong sense of presence and immersion. Nowadays, especially when student isolation and online autonomous learning is required, such sensations can provide higher satisfaction and learning rates than conventional teaching. However, up until the present, learning outcomes with VR tools have yet to prove their advantageous aspects over conventional teaching. The project presents a VR serious game for teaching concepts associated with computer hardware assembly. These concepts are often included in any undergraduate’s introduction to Computer Science. The learning outcomes are evaluated using a pre-test of previous knowledge, a satisfaction/usability test, and a post-test on knowledge acquisition, structured with questions on different knowledge areas. The results of the VR serious game are compared with another two learning methodologies adapted to online learning: (1) an online conventional lecture; and (2) playing the same serious game on a desktop PC. An extensive sample of students (n = 77) was formed for this purpose. The results showed the strong potential of VR serious games to improve student well-being during spells of confinement, due to higher learning satisfaction. Besides, ease of usability and the use of in-game tutorials are directly related with game-user satisfaction and performance. The main novelty of this research is related to academic performance. Although a very limited effect was noted for learning theoretical knowledge with the VR application in comparison with the other methodologies, this effect was significantly improved through visual knowledge, understanding and making connections between different concepts. It can therefore be concluded that the proposed VR serious game has the potential to increase student learning and therefore student satisfaction, by imparting a deeper understanding of the subject matter to students. SUPPLEMENTARY INFORMATION: The online version contains supplementary material available at 10.1007/s10055-021-00607-1.
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spelling pubmed-86959592021-12-23 Immersive virtual-reality computer-assembly serious game to enhance autonomous learning Checa, David Miguel-Alonso, Ines Bustillo, Andres Virtual Real S.I. : Covid-19 Immersive virtual reality (VR) environments create a very strong sense of presence and immersion. Nowadays, especially when student isolation and online autonomous learning is required, such sensations can provide higher satisfaction and learning rates than conventional teaching. However, up until the present, learning outcomes with VR tools have yet to prove their advantageous aspects over conventional teaching. The project presents a VR serious game for teaching concepts associated with computer hardware assembly. These concepts are often included in any undergraduate’s introduction to Computer Science. The learning outcomes are evaluated using a pre-test of previous knowledge, a satisfaction/usability test, and a post-test on knowledge acquisition, structured with questions on different knowledge areas. The results of the VR serious game are compared with another two learning methodologies adapted to online learning: (1) an online conventional lecture; and (2) playing the same serious game on a desktop PC. An extensive sample of students (n = 77) was formed for this purpose. The results showed the strong potential of VR serious games to improve student well-being during spells of confinement, due to higher learning satisfaction. Besides, ease of usability and the use of in-game tutorials are directly related with game-user satisfaction and performance. The main novelty of this research is related to academic performance. Although a very limited effect was noted for learning theoretical knowledge with the VR application in comparison with the other methodologies, this effect was significantly improved through visual knowledge, understanding and making connections between different concepts. It can therefore be concluded that the proposed VR serious game has the potential to increase student learning and therefore student satisfaction, by imparting a deeper understanding of the subject matter to students. SUPPLEMENTARY INFORMATION: The online version contains supplementary material available at 10.1007/s10055-021-00607-1. Springer London 2021-12-23 /pmc/articles/PMC8695959/ /pubmed/34961808 http://dx.doi.org/10.1007/s10055-021-00607-1 Text en © The Author(s) 2021 https://creativecommons.org/licenses/by/4.0/Open AccessThis article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) .
spellingShingle S.I. : Covid-19
Checa, David
Miguel-Alonso, Ines
Bustillo, Andres
Immersive virtual-reality computer-assembly serious game to enhance autonomous learning
title Immersive virtual-reality computer-assembly serious game to enhance autonomous learning
title_full Immersive virtual-reality computer-assembly serious game to enhance autonomous learning
title_fullStr Immersive virtual-reality computer-assembly serious game to enhance autonomous learning
title_full_unstemmed Immersive virtual-reality computer-assembly serious game to enhance autonomous learning
title_short Immersive virtual-reality computer-assembly serious game to enhance autonomous learning
title_sort immersive virtual-reality computer-assembly serious game to enhance autonomous learning
topic S.I. : Covid-19
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8695959/
https://www.ncbi.nlm.nih.gov/pubmed/34961808
http://dx.doi.org/10.1007/s10055-021-00607-1
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