The effect of game–based immersive virtual reality learning environment on learning outcomes: designing an intrinsic integrated educational game for pre–class learning

Published on Oct 31, 2019in Interactive Learning Environments
· DOI :10.1080/10494820.2019.1681467
Aili Shi1
Estimated H-index: 1
(Capital Normal University),
Yamin Wang3
Estimated H-index: 3
(Capital Normal University),
Nan Ding1
Estimated H-index: 1
(Capital Normal University)
As an emerging learning platform, game-based immersive virtual reality learning environments (GIVRLEs) have the potential to solve difficult teaching problems. This study designed a GIVRLE ...
📖 Papers frequently viewed together
2012ICALT: International Conference on Advanced Learning Technologies
14 Citations
4 Authors (Meng Chien Yang, ..., Kuan-Yi Li)
1 Citations
5 Authors (MJ Callaghan, ..., Shane Wilson)
4 Citations
#1Evelyn K. Orman (UNCC: University of North Carolina at Charlotte)H-Index: 2
#2Harry E. Price (KSU: Kennesaw State University)H-Index: 8
Last. Christine Renee Russell (University of Akron)H-Index: 1
view all 3 authors...
Acquiring nonverbal skills necessary to appropriately communicate and educate members of performing ensembles is essential for wind band conductors. Virtual reality learning environments (VRLEs) provide a unique setting for developing these proficiencies. For this feasibility study, we used an augmented immersive VRLE to enhance eye contact, torso movement, and gestures of novice wind band conductors. Ten undergraduates randomly assigned to no VRLE (n = 3), VRLE with head tracking (n = 4), or VR...
16 CitationsSource
#1Meihua Qian (Clemson University)H-Index: 8
#2Karen Rebecca Clark (Clemson University)H-Index: 2
Game-based learning and 21st century skills have been gaining an enormous amount of attention from researchers and practitioners. Given numerous studies support the positive effects of games on learning, a growing number of researchers are committed to developing educational games to promote students' 21st century skill development in schools. However, little is known regarding how games may influence student acquisition of 21st century skills. This paper examines the most recent literature in r...
249 CitationsSource
#1Gonzalo Lorenzo (University of Alicante)H-Index: 7
#2Asunción Lledó (University of Alicante)H-Index: 5
Last. Rosabel Roig (University of Alicante)H-Index: 2
view all 4 authors...
This paper proposes the design and application of an immersive virtual reality system to improve and train the emotional skills of students with autism spectrum disorders. It has been designed for primary school students between the ages of 7-12 and all participants have a confirmed diagnosis of autism spectrum disorder. The immersive environment allows the student to train and develop different social situations in a structured, visual and continuous manner. The use of a computer vision system ...
74 CitationsSource
#1Xinhao Xu (FSU: Florida State University)H-Index: 4
#2Fengfeng Ke (FSU: Florida State University)H-Index: 28
ABSTRACTThis exploratory study examined the design issues related to a virtual-reality-based, gamelike learning environment (VRGLE) developed via OpenSimulator, an open-source virtual reality server. The researchers collected qualitative data to examine the VRGLE’s usability, playability, and content integration for math learning. They found it important to design an intuitive game-control and interaction interface, plot playability via the combination of enjoyable virtual reality features and t...
15 CitationsSource
#1Min Liu (University of Texas at Austin)H-Index: 34
#2Jason Rosenblum (University of Texas at Austin)H-Index: 3
Last. Jina Kang (University of Texas at Austin)H-Index: 12
view all 4 authors...
Given the growing popularity of digital games as a form of entertainment, educators are interested in exploring using digital games as a tool to facilitate learning. In this study, we examine game-based learning by describing a learning environment that combines game elements, play, and authenticity in the real world for the purpose of engaging students’ learning of science and enhancing student motivation. We discuss the design of the environment and present research conducted. Our findings dem...
28 CitationsSource
Education is the process of teaching, educating and developing strategies of learning through developing skills, character and knowledge. Educational games and edutainment are educational methods introduced in educational systems to bring out the creativity and mentality of learners in the society. These technological learning systems engage the student to learn by full computer control through colorful animation and interactive learning methods. The aim is to develop the skills of the students ...
7 CitationsSource
#1Michail N. Giannakos (NTNU: Norwegian University of Science and Technology)H-Index: 30
Educational games have enhanced the value of instruction procedures in institutions and business organizations. Factors that increase students' adoption of learning games have been widely studied in past; however, the effect of these factors on learners' performance is yet to be explored. In this study, factors of Enjoyment, Happiness, and Intention to Use were chosen as important attitudes in learning educational games and increasing learning performance. A two-step between group experiment was...
108 CitationsSource
#1Anthony FaiolaH-Index: 13
Last. Olga Smyslova (KP: Kaiser Permanente)H-Index: 2
view all 4 authors...
Recent research on online learning suggests that virtual worlds are becoming an important environment to observe the experience of flow. From these simulated spaces, researchers may gather a deeper understanding of cognition in the context of game-based learning. Csikszentmihalyi (1997) describes flow as a feeling of increased psychological immersion and energized focus, with outcomes that evoke disregard for external pressures and the loss of time consciousness, issuing in a sense of pleasure. ...
143 CitationsSource
#1Judith Wilks (SCU: Southern Cross University)H-Index: 9
#2Lisa JackaH-Index: 7
Innovating in a higher education teaching context is never a straightforward matter. There are many factors influencing how, what, and when we teach, and the students’ experiences of these things. This is especially so in the context of pre-service teacher education, forever evolving in response to rapidly changing technological, political and socio-cultural landscapes. In this paper we relate and reflect on the innovation of utilising the 3D immersive virtual world of Second Life in two seconda...
10 CitationsSource
#1Fengfeng Ke (FSU: Florida State University)H-Index: 28
This in-situ, descriptive case study examined the potential of implementing computer mathematics games as an anchor for tutoring of mathematics. Data were collected from middle school students at a rural pueblo school and an urban Hispanic-serving school, through in-field observation, content analysis of game-based tutoring-learning interactions, and achievement test. Findings suggested that game-based tutoring is dynamic in terms of its timing, initiation, content, style, and tutee reaction cre...
42 CitationsSource
Cited By10
#1Mahmood H. Hussein (Information Technology University)H-Index: 2
#2Siew Hock Ow (Information Technology University)H-Index: 13
Last. Erik Jensen (AAU: Aalborg University)H-Index: 13
view all 4 authors...
The application of mathematical skills is essential to our daily routine and is foundational for numerous disciplines. Among various computer-supported learning methods, Digital Game-Based Learning (DGBL) has been perceived as a promising method in teaching mathematics, promoting students’ interest, and motivation. Therefore, the aim of this systematic literature review is to provide a detailed synthesis of literature regarding the effectiveness of DGBL applications in K-12 mathematics education...
#1Zhonggen Yu (BLCU: Beijing Language and Culture University)H-Index: 4
#2Mingle Gao (BLCU: Beijing Language and Culture University)H-Index: 1
Last. Lifei Wang (BLCU: Beijing Language and Culture University)H-Index: 1
view all 3 authors...
While educational games have been increasingly popular in education, insufficient studies have comprehensively reviewed their effectiveness. To complement this missing link, this study explored gam...
2 CitationsSource
#1Iolie Nicolaidou (CUT: Cyprus University of Technology)H-Index: 7
#2Petros Pissas (CUT: Cyprus University of Technology)
Last. Dimitrios Boglou (CUT: Cyprus University of Technology)H-Index: 1
view all 3 authors...
Virtual Reality applications are predicted to create a paradigm shift in education, but there is little empirical evidence of their educational value. Virtual Reality affordances to support languag...
1 CitationsSource
#1Nikolaos Pellas (UoWM: University of Western Macedonia)H-Index: 10
#2Stylianos Mystakidis (University of Patras)H-Index: 6
Last. Ioannis KazanidisH-Index: 13
view all 3 authors...
There has been an increasing interest in applying immersive virtual reality (VR) applications to support various instructional design methods and outcomes not only in K-12 (Primary and Secondary), but also in higher education (HE) settings. However, there is a scarcity of studies to provide the potentials and challenges of VR-supported instructional design strategies and/or techniques that can influence teaching and learning. This systematic review presents a variety of studies that provide qual...
5 CitationsSource
#1Jay Liebowitz (Harrisburg University of Science and Technology)H-Index: 33
#1Ruixue LiuH-Index: 1
#2Lei WangH-Index: 1
Last. Youqun RenH-Index: 1
view all 5 authors...
Abstract The increased availability and development of immersive technologies have given students growing opportunities to engage in different educational subjects. However, there is a lack of empirical research exploring the educational influence of using Immersive Virtual Reality (IVR) in science classrooms. To address this gap, this study developed a series of IVR-based science lessons for middle-school students and further examined these lessons? effects on learning performance. Our quasi-ex...
5 CitationsSource
Abstract Immersive Virtual Reality (IVR) systems offer several learning affordances, that is, characteristics that can elicit learning behaviors promoting learning outcomes in educational contexts. In particular, the immersive and interactive properties of these systems represent a strong opportunity to support the effective learning experiences. The present review aims at mapping IVR systems? use in K-12 and higher educational contexts and investigating their effectiveness in facilitating learn...
7 CitationsSource
Although virtual reality (VR) simulation training has gained prominence, review studies to inform instructors and educators on the use of this technology in science, technology, engineering, and mathematics (STEM) are still scarce. This article presents various VR-supported instructional design practices in K-12 (primary and secondary) and higher education in terms of participants’ characteristics, methodological features, and pedagogical uses in alignment with applications, technological equipm...
9 CitationsSource
1 CitationsSource
#1Amir Ashrafi (Allameh Tabataba'i University)H-Index: 6
#2Ahad Zareravasan (Masaryk University)H-Index: 4
Last. Masoumeh Amani (Allameh Tabataba'i University)H-Index: 1
view all 4 authors...
ABSTRACTIn the last decades, universities and higher education institutes have widely employed a learning management system (LMS) to monitor and manage electronic learning and teaching. Contrary to...
14 CitationsSource