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dc.contributor.authorSouropetsis, Markosen_US
dc.contributor.authorKyza, Eleni A.en_US
dc.contributor.authorNisiotis, Louisen_US
dc.contributor.authorGeorgiou, Yiannisen_US
dc.contributor.authorGiorgalla, Varnaviaen_US
dc.contributor.editorPelechano, Nuriaen_US
dc.contributor.editorLiarokapis, Fotisen_US
dc.contributor.editorRohmer, Damienen_US
dc.contributor.editorAsadipour, Alien_US
dc.date.accessioned2023-10-02T08:17:24Z
dc.date.available2023-10-02T08:17:24Z
dc.date.issued2023
dc.identifier.isbn978-3-03868-233-2
dc.identifier.urihttps://doi.org/10.2312/imet.20231255
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/imet20231255
dc.description.abstractThis empirical study investigated how the use of a gamified versus a non-gamified Virtual Reality (VR) learning environment impacted student motivation and learning outcomes in the context of a virtual visit at a cultural heritage site. For this purpose, we adopted an experimental research design to analyse the experience of 46 undergraduate university students; 23 of them used a gamified version of the VR learning environment, while 23 of them used the same VR environment without the gamification elements. Data were collected using pre and post learning assessments, motivation questionnaires, as well as individual semistructured interviews. The data analyses showed that students who experienced the gamified VR learning environment had greater learning gains and perceived competence, as compared to their counterparts who used the VR environment without the gamification elements. The findings of this research contribute to the principled design of VR environments to optimize students' knowledge acquisition and learning experience.en_US
dc.publisherThe Eurographics Associationen_US
dc.rightsAttribution 4.0 International License
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/
dc.subjectCCS Concepts: Applied computing -> Interactive learning environments; Human-centered computing -> Virtual reality
dc.subjectApplied computing
dc.subjectInteractive learning environments
dc.subjectHuman centered computing
dc.subjectVirtual reality
dc.titleInvestigating Students' Motivation and Cultural Heritage Learning in a Gamified Versus Non-gamified VR Environmenten_US
dc.description.seriesinformationInternational Conference on Interactive Media, Smart Systems and Emerging Technologies (IMET)
dc.description.sectionheadersApplications in Learning and Gameplay
dc.identifier.doi10.2312/imet.20231255
dc.identifier.pages41-44
dc.identifier.pages4 pages


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Attribution 4.0 International License
Except where otherwise noted, this item's license is described as Attribution 4.0 International License