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<dc:title>Immersive virtual-reality computer-assembly serious game to enhance autonomous learning</dc:title>
<dc:creator>Checa, David</dc:creator>
<dc:creator>Miguel Alonso, Inés</dc:creator>
<dc:creator>Bustillo Iglesias, Andrés</dc:creator>
<dc:subject>Virtual reality</dc:subject>
<dc:subject>Educational game</dc:subject>
<dc:subject>E-learning</dc:subject>
<dc:subject>Active learning</dc:subject>
<dc:subject>Computer science</dc:subject>
<dc:subject>Game engine</dc:subject>
<dc:subject>Head mounted display</dc:subject>
<dc:subject>Informática</dc:subject>
<dc:subject>Enseñanza</dc:subject>
<dc:subject>Computer science</dc:subject>
<dc:subject>Teaching</dc:subject>
<dc: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.</dc:description>
<dc:description>GruaRV 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).</dc:description>
<dc:description>Publicación 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</dc:description>
<dc:date>2022-01-24T12:37:59Z</dc:date>
<dc:date>2022-01-24T12:37:59Z</dc:date>
<dc:date>2021-12</dc:date>
<dc:type>info:eu-repo/semantics/article</dc:type>
<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
<dc:identifier>1359-4338</dc:identifier>
<dc:identifier>http://hdl.handle.net/10259/6355</dc:identifier>
<dc:identifier>10.1007/s10055-021-00607-1</dc:identifier>
<dc:language>eng</dc:language>
<dc:relation>Virtual Reality. 2021</dc:relation>
<dc:relation>https://doi.org/10.1007/s10055-021-00607-1</dc:relation>
<dc: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</dc:relation>
<dc:relation>info:eu-repo/grantAgreement/EC/Erasmus+/2020-1-ES01-KA204-081847/EU</dc:relation>
<dc:relation>info:eu-repo/grantAgreement/CDTI//IDI-20191008</dc:relation>
<dc:rights>Atribución 4.0 Internacional</dc:rights>
<dc:rights>http://creativecommons.org/licenses/by/4.0/</dc:rights>
<dc:rights>info:eu-repo/semantics/openAccess</dc:rights>
<dc:publisher>Springer</dc:publisher>
<europeana:object>https://riubu.ubu.es/bitstream/10259/6355/4/Checa-vr_2021.pdf.jpg</europeana:object>
<europeana:provider>Hispana</europeana:provider>
<europeana:type>TEXT</europeana:type>
<europeana:rights>http://creativecommons.org/licenses/by/4.0/</europeana:rights>
<europeana:dataProvider>RIUBU. Repositorio Institucional de la Universidad de Burgos</europeana:dataProvider>
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