Lecture-based, virtual reality game-based and their combination: which is better for higher education?

被引:8
作者
Sanzana, Mirza Rayana [1 ]
Abdulrazic, Mostafa Osama Mostafa [1 ]
Wong, Jing Ying [1 ]
Ng, Kher Hui [1 ]
Ghazy, Shams [1 ]
机构
[1] Univ Nottingham, Malaysia Campus, Semenyih, Malaysia
关键词
Virtual reality game; Immersive; Memory retention; Knowledge retention; Learning gain; Episodic memory; STUDENTS;
D O I
10.1108/JARHE-09-2020-0302
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Purpose This paper presents an educational virtual reality (VR) game and experiments with different methods of including it into the teaching process. The purpose of this research study is to discover if immersive VR games can be used as an effective pedagogical tool if blended with traditional lectures by assisting learning gain, memory and knowledge retention while increasing edutainment value. Design/methodology/approach This research design comprises three different methods of learning: lecture-based involving lecture slides, infographics, and a video, game-based involving an immersive VR game of oil rig exploration, and the combination of lecture and game-based. Participants of each method filled up a questionnaire before and after participation to measure the learning gain, memory, and knowledge retention. Findings From the predominant findings of the study, the combined method demonstrated a significant increase in learning gain, memory, and knowledge retention and maybe a potentially suitable pedagogical tool. Research limitations/implications Limitations of the study include findings based on one VR game with a specific educational topic, additionally, it is suspected that having different participants for each of the three methods may have slightly affected the results, albeit to a limited extent. Practical implications Findings of this study will provide evidence that VR games can be used alongside traditional lectures to aid in the learning process. Educators can choose to include VR games into their curriculums to improve the educational delivery process. Originality/value This research contributes to ways of incorporating VR games into educational curriculums through findings of this study highlighting the combination of VR games with lectures.
引用
收藏
页码:1286 / 1302
页数:17
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