2023
DOI: 10.1186/s40561-023-00233-1
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Examining the relationships between students’ perceptions of technology, pedagogy, and cognition: the case of immersive virtual reality mini games to foster computational thinking in higher education

Abstract: Researchers are increasingly exploring educational games in immersive virtual reality (IVR) environments to facilitate students’ learning experiences. Mainly, the effect of IVR on learning outcomes has been the focus. However, far too little attention has been paid to the influence of game elements and IVR features on learners’ perceived cognition. This study examined the relationship between game elements (challenge, goal clarity, and feedback) as pedagogical approach, features of IVR technology (immersion an… Show more

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Cited by 11 publications
(6 citation statements)
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“…Another recent investigation by Rakhmawati et al (2022) similarly indicated that employing virtual labsbased worksheets focusing on electrostatic forces, fields, and equipotential lines can effectively enhance students' computational thinking. The benefits are evident as the artificial environment of virtual labs provides an enriched learning experience that effectively cultivates students' computational thinking skills (Agbo et al, 2023). With the advancement of current technology, there is a growing suggestion to replace traditional practicum involving physical labs with digital labs that utilize virtual technology.…”
Section: Resultsmentioning
confidence: 99%
“…Another recent investigation by Rakhmawati et al (2022) similarly indicated that employing virtual labsbased worksheets focusing on electrostatic forces, fields, and equipotential lines can effectively enhance students' computational thinking. The benefits are evident as the artificial environment of virtual labs provides an enriched learning experience that effectively cultivates students' computational thinking skills (Agbo et al, 2023). With the advancement of current technology, there is a growing suggestion to replace traditional practicum involving physical labs with digital labs that utilize virtual technology.…”
Section: Resultsmentioning
confidence: 99%
“…According to (Agbo et al, 2023), the learning goals were well predicted by learners when educational game-based learning is applied. The research employed the use of virtual games to assess the development of the proposed application components, and for this purpose, a quiz was designed to measure the student's achievement in the subjects they studied, as shown above in (Figure 5).…”
Section: The Virtual Exammentioning
confidence: 99%
“…In the end, it will produce graduates who care about changes in science and technology to face global competition with society. This creates graduates who are more sensitive to the dynamics of science and technology, preparing them to face the challenges of global competition (Agbo et al, 2023). These adjustments also aim to encourage graduate engagement in society with a better understanding of global developments (Galvis & Carvajal, 2022).…”
Section: Introductionmentioning
confidence: 99%