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dc.contributor.authorCheca Cruz, David 
dc.contributor.authorMiguel Alonso, Inés 
dc.contributor.authorBustillo Iglesias, Andrés 
dc.date.accessioned2022-01-24T12:37:59Z
dc.date.available2022-01-24T12:37:59Z
dc.date.issued2021-12
dc.identifier.issn1359-4338
dc.identifier.urihttp://hdl.handle.net/10259/6355
dc.description.abstractImmersive 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.en
dc.description.sponsorshipGruaRV project (Reference Number INVESTUN/18/BU/0002) of the Consejeria de Empleo of the Junta de Castilla y León (Spain), the Erasmus+ RISKREAL Project (Reference Number 2020-1-ES01-KA204-081847) of the European Commission and the SMART-EASY project (Reference Number IDI-20191008) funded by the Centro para el Desarrollo Tecnológico e Industrial (CDTI).en
dc.language.isoengen
dc.publisherSpringeren
dc.relation.ispartofVirtual Reality. 2021en
dc.rightsAtribución 4.0 Internacional*
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/*
dc.subjectVirtual realityen
dc.subjectEducational gameen
dc.subjectE-learningen
dc.subjectActive learningen
dc.subjectComputer scienceen
dc.subjectGame engineen
dc.subjectHead mounted displayen
dc.subject.otherInformáticaes
dc.subject.otherComputer scienceen
dc.subject.otherEnseñanzaes
dc.subject.otherTeachingen
dc.titleImmersive virtual-reality computer-assembly serious game to enhance autonomous learningen
dc.typeinfo:eu-repo/semantics/articlees
dc.rights.accessRightsinfo:eu-repo/semantics/openAccesses
dc.relation.publisherversionhttps://doi.org/10.1007/s10055-021-00607-1es
dc.identifier.doi10.1007/s10055-021-00607-1
dc.relation.projectIDinfo: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 plásticoes
dc.relation.projectIDinfo:eu-repo/grantAgreement/EC/Erasmus+/2020-1-ES01-KA204-081847/EU
dc.relation.projectIDinfo:eu-repo/grantAgreement/CDTI//IDI-20191008
dc.journal.titleVirtual Realityen
dc.type.hasVersioninfo:eu-repo/semantics/publishedVersiones
dc.description.projectPublicación en abierto financiada por el Consorcio de Bibliotecas Universitarias de Castilla y León (BUCLE), con cargo al Programa Operativo 2014ES16RFOP009 FEDER 2014-2020 DE CASTILLA Y LEÓN, Actuación:20007-CL - Apoyo Consorcio BUCLE


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