An Immersive Virtual Reality Game Designed to Promote Learning Engagement and Flow

Authors

  • Alec Bodzin Department of Education and Human Services Lehigh; University Bethlehem, PA, USA
  • Robson Araujo Junior Department of Education and Human Services Lehigh; University Bethlehem, PA, USA
  • Thomas Hammond Department of Education and Human Services Lehigh; University Bethlehem, PA, USA
  • David Anastasio Department of Earth and Environmental Sciences Lehigh; University Bethlehem, PA, USA

DOI:

https://doi.org/10.56198/

Keywords:

Virtual reality, Learning game, Engagement, Flow

Abstract

An immersive game-based Virtual Reality (iVR) module for secondary students to learn about locations in their watershed with a primary focus on their city was designed and developed. A design model and associated theory that focuses on elements that lead to engagement and learning with iVR game-based experiences is described. A series of design principles that were used in the iVR environment are discussed. The iVR game was implemented in an urban school in the eastern USA with 54 economically disadvantaged adolescents ages 16-18 who typically are unengaged in traditional school-based learning environments. After game completion, the participants completed a 10-item survey measuring elements of flow and a 12-item survey designed to measure attitudes toward learning with VR games, immersion We use the term iVR to refer to an interactive computer-generated experience that takes place within a simulated environment using and presence. The findings revealed that all students experienced a flow state when they played the VR learning game. Almost all users (98.1%) had positive attitudes towards using the VR game. Student responses noted that they experienced high immersion and presence. In addition, students responded with favorable attitudes towards learning with iVR games in school environments.

Published

14-11-2025

Conference Proceedings Volume

Section

Conference Proceeedings

How to Cite

An Immersive Virtual Reality Game Designed to Promote Learning Engagement and Flow. (2025). Immersive Learning Research - Academic, 1(1), 193-198. https://doi.org/10.56198/

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