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

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          Abstract

          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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          What are the learning affordances of 3-D virtual environments?

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            Adding immersive virtual reality to a science lab simulation causes more presence but less learning

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              A review of the use of virtual reality head-mounted displays in education and training

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                Author and article information

                Contributors
                dcheca@ubu.es
                imalonso@ubu.es
                abustillo@ubu.es
                Journal
                Virtual Real
                Virtual Real
                Virtual Reality
                Springer London (London )
                1359-4338
                1434-9957
                23 December 2021
                23 December 2021
                : 1-18
                Affiliations
                GRID grid.23520.36, ISNI 0000 0000 8569 1592, Departamento de Ingeniería Informática, , Universidad de Burgos, ; Burgos, Spain
                Author information
                http://orcid.org/0000-0003-2855-7532
                Article
                607
                10.1007/s10055-021-00607-1
                8695959
                34b2fd7b-24fd-4216-89dd-a318bf2d4558
                © The Author(s) 2021

                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/.

                History
                : 10 December 2020
                : 13 November 2021
                Funding
                Funded by: Consejeria de Empleo of the Junta de Castilla y León
                Award ID: INVESTUN/18/0002
                Award Recipient :
                Funded by: FundRef http://dx.doi.org/10.13039/100013293, Active and Assisted Living programme;
                Award ID: 2020-1-ES01-KA204-081847
                Award Recipient :
                Funded by: FundRef http://dx.doi.org/10.13039/501100001872, Centre for Industrial Technological Development;
                Award ID: IDI-20191008
                Award Recipient :
                Funded by: Universidad de Burgos
                Categories
                S.I. : Covid-19

                virtual reality,educational game,e-learning,active learning,computer science,game engine,head mounted display

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