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<title>Immersive virtual-reality computer-assembly serious game to enhance autonomous learning</title>
<creator>Checa, David</creator>
<creator>Miguel Alonso, Inés</creator>
<creator>Bustillo Iglesias, Andrés</creator>
<subject>Virtual reality</subject>
<subject>Educational game</subject>
<subject>E-learning</subject>
<subject>Active learning</subject>
<subject>Computer science</subject>
<subject>Game engine</subject>
<subject>Head mounted display</subject>
<description>Immersive virtual reality (VR) environments create a very strong sense of presence and immersion. Nowadays, especially&#xd;
when student isolation and online autonomous learning is required, such sensations can provide higher satisfaction and learning&#xd;
rates than conventional teaching. However, up until the present, learning outcomes with VR tools have yet to prove their&#xd;
advantageous aspects over conventional teaching. The project presents a VR serious game for teaching concepts associated&#xd;
with computer hardware assembly. These concepts are often included in any undergraduate’s introduction to Computer Science.&#xd;
The learning outcomes are evaluated using a pre-test of previous knowledge, a satisfaction/usability test, and a post-test&#xd;
on knowledge acquisition, structured with questions on different knowledge areas. The results of the VR serious game are&#xd;
compared with another two learning methodologies adapted to online learning: (1) an online conventional lecture; and (2)&#xd;
playing the same serious game on a desktop PC. An extensive sample of students (n = 77) was formed for this purpose. The&#xd;
results showed the strong potential of VR serious games to improve student well-being during spells of confinement, due to&#xd;
higher learning satisfaction. Besides, ease of usability and the use of in-game tutorials are directly related with game-user&#xd;
satisfaction and performance. The main novelty of this research is related to academic performance. Although a very limited&#xd;
effect was noted for learning theoretical knowledge with the VR application in comparison with the other methodologies,&#xd;
this effect was significantly improved through visual knowledge, understanding and making connections between different&#xd;
concepts. It can therefore be concluded that the proposed VR serious game has the potential to increase student learning and&#xd;
therefore student satisfaction, by imparting a deeper understanding of the subject matter to students.</description>
<date>2022-01-24</date>
<date>2022-01-24</date>
<date>2021-12</date>
<type>info:eu-repo/semantics/article</type>
<identifier>1359-4338</identifier>
<identifier>http://hdl.handle.net/10259/6355</identifier>
<identifier>10.1007/s10055-021-00607-1</identifier>
<language>eng</language>
<relation>Virtual Reality. 2021</relation>
<relation>https://doi.org/10.1007/s10055-021-00607-1</relation>
<relation>info:eu-repo/grantAgreement/Junta de Castilla y León//INVESTUN%2F18%2FBU%2F0002//Simulador inteligente en Realidad Virtual Inmersiva Colaborativa para la prevención de riesgos laborales por aplastamiento en industrias del metal o plástico</relation>
<relation>info:eu-repo/grantAgreement/EC/Erasmus+/2020-1-ES01-KA204-081847/EU</relation>
<relation>info:eu-repo/grantAgreement/CDTI//IDI-20191008</relation>
<rights>http://creativecommons.org/licenses/by/4.0/</rights>
<rights>info:eu-repo/semantics/openAccess</rights>
<rights>Atribución 4.0 Internacional</rights>
<publisher>Springer</publisher>
</thesis></metadata></record></GetRecord></OAI-PMH>