Towards Measuring User Experience, Activation and Task Performance in Immersive Virtual Learning Environments for Students

Authors

  • Daniela Janßen Institute Cluster IMA/ZLW & IfU of RWTH Aachen University, Aachen, Germany
  • Christian Tummel Institute Cluster IMA/ZLW & IfU of RWTH Aachen University, Aachen, Germany
  • Anja Richert Institute Cluster IMA/ZLW & IfU of RWTH Aachen University, Aachen, Germany
  • Ingrid Isenhardt Institute Cluster IMA/ZLW & IfU of RWTH Aachen University, Aachen, Germany

DOI:

https://doi.org/10.56198/1pzsgf19

Keywords:

Immersive learning, User experience, Virtual reality, Higher education, Virtual learning environment, Immersion, Presence, Minecraft

Abstract

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

05-08-2025

How to Cite

Towards Measuring User Experience, Activation and Task Performance in Immersive Virtual Learning Environments for Students. (2025). Immersive Learning Research - Academic, 1(1), 45-58. https://doi.org/10.56198/1pzsgf19

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