TY - GEN
T1 - Game-Based Motivation
T2 - 30th ACM Symposium on Virtual Reality Software and Technology, VRST 2024
AU - Holly, Michael
AU - Brettschuh, Sandra
AU - Tiwari, Ajay Shankar
AU - Bhagat, Kaushal Kumar
AU - Pirker, Johanna
N1 - Publisher Copyright:
© 2024 Owner/Author.
PY - 2024/10/9
Y1 - 2024/10/9
N2 - Digital learning experiences that promote interactive learning and engagement are becoming increasingly relevant. Educational games can be used to create an engaging learning atmosphere that allows knowledge acquisition through hands-on activities. Combining it with virtual reality (VR) allows users to interact with virtual environments, leading to a highly immersive learning experience. In this study, we explore how game achievements impact motivation and learning in a customizable VR learning environment. Using an A/B test involving 50 students, we utilized an interactive wave simulation to assess motivation, engagement, and the overall learning experience. Data collection involved standardized questionnaires, along with tracking interaction time and interactions within the virtual environment. The findings revealed that users who earned game achievements to unlock customization features felt significantly more accomplished when they mastered challenges and obtained all achievements. However, it was observed that adding achievements could also create pressure on students, leading to feelings of embarrassment when facing task failures. While achievements have the potential to enhance engagement and motivation, their excessive use may lead to distractions, anxiety, and reduced overall engagement. It shows that is crucial to find a good balance in employing game achievements within educational environments to ensure they contribute positively to the learning experience without causing undue stress or deterring learners.
AB - Digital learning experiences that promote interactive learning and engagement are becoming increasingly relevant. Educational games can be used to create an engaging learning atmosphere that allows knowledge acquisition through hands-on activities. Combining it with virtual reality (VR) allows users to interact with virtual environments, leading to a highly immersive learning experience. In this study, we explore how game achievements impact motivation and learning in a customizable VR learning environment. Using an A/B test involving 50 students, we utilized an interactive wave simulation to assess motivation, engagement, and the overall learning experience. Data collection involved standardized questionnaires, along with tracking interaction time and interactions within the virtual environment. The findings revealed that users who earned game achievements to unlock customization features felt significantly more accomplished when they mastered challenges and obtained all achievements. However, it was observed that adding achievements could also create pressure on students, leading to feelings of embarrassment when facing task failures. While achievements have the potential to enhance engagement and motivation, their excessive use may lead to distractions, anxiety, and reduced overall engagement. It shows that is crucial to find a good balance in employing game achievements within educational environments to ensure they contribute positively to the learning experience without causing undue stress or deterring learners.
KW - customizable learning
KW - immersive learning
KW - interactive simulations
KW - STEM education
KW - virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85212515134&partnerID=8YFLogxK
U2 - 10.1145/3641825.3687741
DO - 10.1145/3641825.3687741
M3 - Conference paper
AN - SCOPUS:85212515134
T3 - Proceedings of the ACM Symposium on Virtual Reality Software and Technology, VRST
BT - Proceedings
A2 - Spencer, Stephen N.
PB - Association of Computing Machinery
Y2 - 9 October 2024 through 11 October 2024
ER -