Towards Measuring User Experience, Activation and Task Performance in Immersive Virtual Learning Environments for Students
DOI:
https://doi.org/10.56198/1pzsgf19Keywords:
Immersive learning, User experience, Virtual reality, Higher education, Virtual learning environment, Immersion, Presence, MinecraftAbstract
The technological progress in the eld of Virtual Reality (VR) facilitates the availability and applicability in learning scenarios. Applying VR technologies in a virtual environment (VE) can further intensify the students’ learning experience to a more immersive and engaging involvement in the learning process. In order to use immersive virtual learning environments (VLE) in high school and higher education as a teaching and learning tool, first it has to be assessed which individual-related variables influence the VLE experience and in which way the user experience (UX) affects task performance in VLEs. The paper describes the concept of a speci c VLE using Minecraft as a setup for a research study. Furthermore, the research design is outlined. The paper describes the conducted pretest of the study and presents preliminary results of the pretest.
Published
Conference Proceedings Volume
Section
License
The papers in this book comprise the proceedings of the meeting mentioned on the cover and title page. They reflect the authors' opinions and, in the interests of timely dissemination, are published as presented and without change. Their inclusion in this publication does not necessarily constitute endorsement by the editors or the Immersive Learning Research Network.
Contact: publications@immersivelrn.org