Game-Based Motivation: Enhancing Learning with Achievements in a Customizable Virtual Reality Environment

Digital learning experiences that promote interactive learning and engagement are becoming increasingly relevant. Educational games can be used to create an engaging learning atmosphere that allows knowledge acquisition through hands-on activities. Combining it with virtual reality (VR) allows users to interact with virtual environments, leading to a highly immersive learning experience. In this study, we explore how game achievements impact motivation and learning in a customizable VR learning environment. Using an A/B test involving 50 students, we utilized an interactive wave simulation to assess motivation, engagement, and the overall learning experience. Data collection involved standardized questionnaires, along with tracking interaction time and interactions within the virtual environment. The findings revealed that users who earned game achievements to unlock customization features felt significantly more accomplished when they mastered challenges and obtained all achievements. However, it was observed that adding achievements could also create pressure on students, leading to feelings of embarrassment when facing task failures. While achievements have the potential to enhance engagement and motivation, their excessive use may lead to distractions, anxiety, and reduced overall engagement. It shows that is crucial to find a good balance in employing game achievements within educational environments to ensure they contribute positively to the learning experience without causing undue stress or deterring learners.

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Published
2024-09-22
DOI
https://doi.org/10.1145/3641825.3687741
Primary Topic
Educational Games and Gamification
Type
article
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article

Game-Based Motivation: Enhancing Learning with Achievements in a Customizable Virtual Reality Environment

Johanna Pirker, Sandra Brettschuh, Kaushal Kumar Bhagat, Ajay Shankar Tiwari et al.
Educational Games and Gamification
article

Game-Based Motivation: Enhancing Learning with Achievements in a Customizable Virtual Reality Environment

Johanna Pirker, Sandra Brettschuh, Kaushal Kumar Bhagat, Ajay Shankar Tiwari, Michael Holly
article en

Abstract

Digital learning experiences that promote interactive learning and engagement are becoming increasingly relevant. Educational games can be used to create an engaging learning atmosphere that allows knowledge acquisition through hands-on activities. Combining it with virtual reality (VR) allows users to interact with virtual environments, leading to a highly immersive learning experience. In this study, we explore how game achievements impact motivation and learning in a customizable VR learning environment. Using an A/B test involving 50 students, we utilized an interactive wave simulation to assess motivation, engagement, and the overall learning experience. Data collection involved standardized questionnaires, along with tracking interaction time and interactions within the virtual environment. The findings revealed that users who earned game achievements to unlock customization features felt significantly more accomplished when they mastered challenges and obtained all achievements. However, it was observed that adding achievements could also create pressure on students, leading to feelings of embarrassment when facing task failures. While achievements have the potential to enhance engagement and motivation, their excessive use may lead to distractions, anxiety, and reduced overall engagement. It shows that is crucial to find a good balance in employing game achievements within educational environments to ensure they contribute positively to the learning experience without causing undue stress or deterring learners.

Vol. 24
Indian Institute of Technology Kharagpur (IN), Graz University of Technology (AT), Ludwig-Maximilians-Universität München (DE)
Openalex Percentile: Top 80%
Educational Games and Gamification
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