<?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>2026-07-07T18:48:34Z</responseDate><request verb="GetRecord" identifier="oai:riubu.ubu.es:10259/6355" metadataPrefix="qdc">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><qdc:qualifieddc xmlns:qdc="http://dspace.org/qualifieddc/" xmlns:doc="http://www.lyncode.com/xoai" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:dcterms="http://purl.org/dc/terms/" xmlns:dc="http://purl.org/dc/elements/1.1/" xsi:schemaLocation="http://purl.org/dc/elements/1.1/ http://dublincore.org/schemas/xmls/qdc/2006/01/06/dc.xsd http://purl.org/dc/terms/ http://dublincore.org/schemas/xmls/qdc/2006/01/06/dcterms.xsd http://dspace.org/qualifieddc/ http://www.ukoln.ac.uk/metadata/dcmi/xmlschema/qualifieddc.xsd">
<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>
<dcterms:abstract>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.</dcterms:abstract>
<dcterms:dateAccepted>2022-01-24T12:37:59Z</dcterms:dateAccepted>
<dcterms:available>2022-01-24T12:37:59Z</dcterms:available>
<dcterms:created>2022-01-24T12:37:59Z</dcterms:created>
<dcterms:issued>2021-12</dcterms:issued>
<dc:type>info:eu-repo/semantics/article</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>http://creativecommons.org/licenses/by/4.0/</dc:rights>
<dc:rights>info:eu-repo/semantics/openAccess</dc:rights>
<dc:rights>Atribución 4.0 Internacional</dc:rights>
<dc:publisher>Springer</dc:publisher>
</qdc:qualifieddc></metadata></record></GetRecord></OAI-PMH>