Effects of integrating a role-playing game into a virtual reality-based learning approach on students' perceptions of immersion, self-efficacy, learning motivation and achievements

被引:0
|
作者
Chen, Chih-Hung [1 ]
Syu, Jia-Yu [1 ]
机构
[1] Natl Taichung Univ Educ, Master Program Teaching Profess, 140 Minsheng Rd, Taichung 403, Taiwan
关键词
game-based learning; immersion; learning motivation; self-efficacy; virtual reality; HIGHER-EDUCATION; SCIENCE; PERFORMANCE; QUESTIONNAIRE;
D O I
10.1111/bjet.13436
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Virtual contexts play a crucial role in assisting students' learning. Researchers have taken advantage of the potential of immersive virtual reality (VR) for situating students in inaccessible places, and for engaging them in learning activities. Meanwhile, several previous studies have reported that, in VR-based learning contexts, students' perception of immersion and learning motivation could be low owing to the lack of clear objectives and problem-solving scenarios. On the other hand, digital game-based learning is capable of enhancing students' engagement in a task. In this study, we designed a learning approach (namely RPG-VR) by means of integrating a role-playing game with VR technology to enhance students' science learning. Furthermore, a quasi-experiment was conducted to evaluate the students' learning effectiveness via, respectively, providing the RPG-VR learning approach and the conventional VR (called C-VR) learning approach for the experimental and control groups. The experimental results indicated that this approach significantly enhanced the students' perceptions of immersion, self-efficacy and extrinsic learning motivation, in comparison with the C-VR learning approach. Specifically, students who learned with the RPG-VR learning approach perceived more immersion in the engagement and the total immersion stages. This study contributes to existing knowledge of VR technology by providing that a digital role-playing game could reinforce the main characteristics of VR-based learning environments and enhance students' concentration on a learning task. However, no significant difference was found between the two groups in terms of promoting students' learning achievements, implying that more instructional assistance is needed to improve students' knowledge gains in VR-based learning environments.Practitioner notesWhat is already known about this topicVirtual contexts play a crucial role in promoting students' learning performances.Virtual reality has been adopted for situating students in inaccessible places to promote their learning.A DGBL context provides students with opportunities for learning that emphasize immersion in practice, resulting in concept acquisition and skill development.What this paper addsAn RPG-VR learning approach was designed by means of integrating a role-playing game with VR technology to enhance students' science learning.A virtual reality learning system with a role-playing game was developed based on the proposed approach.This approach significantly enhanced the students' perceptions of self-efficacy, extrinsic learning motivation and immersion, especially in the engagement and the total immersion stages.A digital role-playing game could reinforce the main characteristics of VR-based learning environments.Implications for practice and/or policyThe RPG-VR learning approach could be a notable reference for further research on VR-based learning environments.More instructional assistance is needed to improve students' knowledge gains in VR-based learning environments.
引用
收藏
页数:18
相关论文
共 50 条
  • [1] Effects of digital game-based learning on students’ self-efficacy, motivation, anxiety, and achievements in learning mathematics
    Chun-Ming Hung
    Iwen Huang
    Gwo-Jen Hwang
    [J]. Journal of Computers in Education, 2014, 1 (2-3) : 151 - 166
  • [2] A virtual reality role-playing serious game for experiential learning
    Alrehaili, Enas Abdulrahman
    Al Osman, Hussein
    [J]. INTERACTIVE LEARNING ENVIRONMENTS, 2022, 30 (05) : 922 - 935
  • [3] A digital role-playing game for learning: effects on critical thinking and motivation
    Chen, Hsiu-Ling
    Wu, Cheng-Ting
    [J]. INTERACTIVE LEARNING ENVIRONMENTS, 2023, 31 (05) : 3018 - 3030
  • [4] Are They Learning or Playing? Students' Perception Traits and Their Learning Self-Efficacy in a Game-Based Learning Environment
    Lu, Yu-Ling
    Lien, Chi-Jui
    [J]. JOURNAL OF EDUCATIONAL COMPUTING RESEARCH, 2020, 57 (08) : 1879 - 1909
  • [5] Enhancing students' learning achievements, self-efficacy, and motivation using mobile augmented reality
    Aldeeb, Fatimah H.
    Sallabi, Omar M.
    Elaish, Monther M.
    Hwang, Gwo-Jen
    [J]. JOURNAL OF COMPUTER ASSISTED LEARNING, 2024, 40 (04) : 1823 - 1837
  • [6] Effects of an augmented reality-based mobile system on students' learning achievements and motivation for a liberal arts course
    Chin, Kai-Yi
    Wang, Ching-Sheng
    Chen, Yen-Lin
    [J]. INTERACTIVE LEARNING ENVIRONMENTS, 2019, 27 (07) : 927 - 941
  • [7] Effects of the Application of Virtual Reality to Experiential Education on Self-Efficacy and Learning Motivation of Social Workers
    Hsiao, Suh Chen
    [J]. FRONTIERS IN PSYCHOLOGY, 2021, 12
  • [8] Effects of an augmented reality-based educational game on students' learning achievements and attitudes in real-world observations
    Hwang, Gwo-Jen
    Wu, Po-Han
    Chen, Chi-Chang
    Tu, Nien-Ting
    [J]. INTERACTIVE LEARNING ENVIRONMENTS, 2016, 24 (08) : 1895 - 1906
  • [9] Integrating immersive virtual reality technology in scaffolded game-based learning to enhance low motivation students' multimodal science learning
    Ding, Ai-Chu Elisha
    Huang, Kuo-Ting Tim
    DuBois, Jessica
    Fu, Huali
    [J]. ETR&D-EDUCATIONAL TECHNOLOGY RESEARCH AND DEVELOPMENT, 2024, 72 (04): : 2083 - 2102
  • [10] Effects of learning physics using Augmented Reality on students' self-efficacy and conceptions of learning
    Cai, Su
    Liu, Changhao
    Wang, Tao
    Liu, Enrui
    Liang, Jyh-Chong
    [J]. BRITISH JOURNAL OF EDUCATIONAL TECHNOLOGY, 2021, 52 (01) : 235 - 251