<?xml version="1.0" encoding="UTF-8"?><?xml-stylesheet type="text/xsl" href="static/style.xsl"?><OAI-PMH xmlns="http://www.openarchives.org/OAI/2.0/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/ http://www.openarchives.org/OAI/2.0/OAI-PMH.xsd"><responseDate>2026-07-07T18:49:07Z</responseDate><request verb="GetRecord" identifier="oai:riubu.ubu.es:10259/6355" metadataPrefix="marc">https://riubu.ubu.es/oai/request</request><GetRecord><record><header><identifier>oai:riubu.ubu.es:10259/6355</identifier><datestamp>2022-11-16T13:45:18Z</datestamp><setSpec>com_10259_4219</setSpec><setSpec>com_10259_5086</setSpec><setSpec>com_10259_2604</setSpec><setSpec>com_10259_6190</setSpec><setSpec>com_10259_6189</setSpec><setSpec>com_10259.4_106</setSpec><setSpec>col_10259_4220</setSpec><setSpec>col_10259_6191</setSpec></header><metadata><record xmlns="http://www.loc.gov/MARC21/slim" xmlns:doc="http://www.lyncode.com/xoai" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:dcterms="http://purl.org/dc/terms/" xsi:schemaLocation="http://www.loc.gov/MARC21/slim http://www.loc.gov/standards/marcxml/schema/MARC21slim.xsd">
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<subfield code="a">Checa, David</subfield>
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<subfield code="a">Miguel Alonso, Inés</subfield>
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<subfield code="a">Bustillo Iglesias, Andrés</subfield>
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<subfield code="c">2021-12</subfield>
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<subfield code="a">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.</subfield>
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<subfield code="a">1359-4338</subfield>
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<subfield code="a">http://hdl.handle.net/10259/6355</subfield>
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<subfield code="a">10.1007/s10055-021-00607-1</subfield>
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<subfield code="a">Virtual reality</subfield>
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<subfield code="a">Educational game</subfield>
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<subfield code="a">E-learning</subfield>
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<subfield code="a">Active learning</subfield>
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<subfield code="a">Computer science</subfield>
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<subfield code="a">Game engine</subfield>
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<subfield code="a">Head mounted display</subfield>
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<subfield code="a">Immersive virtual-reality computer-assembly serious game to enhance autonomous learning</subfield>
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