RT info:eu-repo/semantics/article T1 Immersive virtual-reality computer-assembly serious game to enhance autonomous learning A1 Checa Cruz, David A1 Miguel Alonso, Inés A1 Bustillo Iglesias, Andrés K1 Virtual reality K1 Educational game K1 E-learning K1 Active learning K1 Computer science K1 Game engine K1 Head mounted display K1 Informática K1 Computer science K1 Enseñanza K1 Teaching AB Immersive virtual reality (VR) environments create a very strong sense of presence and immersion. Nowadays, especiallywhen student isolation and online autonomous learning is required, such sensations can provide higher satisfaction and learningrates than conventional teaching. However, up until the present, learning outcomes with VR tools have yet to prove theiradvantageous aspects over conventional teaching. The project presents a VR serious game for teaching concepts associatedwith 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-teston knowledge acquisition, structured with questions on different knowledge areas. The results of the VR serious game arecompared 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. Theresults showed the strong potential of VR serious games to improve student well-being during spells of confinement, due tohigher learning satisfaction. Besides, ease of usability and the use of in-game tutorials are directly related with game-usersatisfaction and performance. The main novelty of this research is related to academic performance. Although a very limitedeffect 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 differentconcepts. It can therefore be concluded that the proposed VR serious game has the potential to increase student learning andtherefore student satisfaction, by imparting a deeper understanding of the subject matter to students. PB Springer SN 1359-4338 YR 2021 FD 2021-12 LK http://hdl.handle.net/10259/6355 UL http://hdl.handle.net/10259/6355 LA eng NO 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). DS Repositorio Institucional de la Universidad de Burgos RD 25-abr-2024