Exploring enjoyment while playing “Temple Lego”: A virtual reality cultural heritage serious game for architecture students

Serious games are generally considered to induce positive effects in the areas of learning motivation and learning gains. Yet few studies have examined how these factors are related specially in the context of visual aesthetic studies. Therefore, an empirical study was conducted to test the relationship between anticipated enjoyment and willingness to play, as well as between game enjoyment, self-reported cognitive and motivational learning gains and test results. In an explorative study, 25 students from undergraduate course in architecture school played the learning game Temple Lego. The results of pre-test and post-tests were analyzed using multiple linear regressions. The analysis showed that anticipated enjoyment played only a minor part in students’ willingness to learn with serious games. Of greater importance was the students' expectation that the learning game would be easy and instructive. There was a correlation between enjoyment and the post-test scores to continue being engaged with the subject matter of the game. We discuss the findings and pedagogical implications that can be applied to developing serious virtual reality (VR) games to learn about similar historical structures and contexts which is novel and sparsely explored.

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Publication Details

Journal
Discover Education
Published
2024-12-18
DOI
https://doi.org/10.1007/s44217-024-00366-6
Citations
4
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
3.16
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article

Exploring enjoyment while playing “Temple Lego”: A virtual reality cultural heritage serious game for architecture students

Harsh Pal, Sneha Maji, Amritansh Saha
4 citations
Discover Education
Educational Games and Gamification
3.16
article

Exploring enjoyment while playing “Temple Lego”: A virtual reality cultural heritage serious game for architecture students

Harsh Pal, Sneha Maji, Amritansh Saha
article en
4 citations

Abstract

Serious games are generally considered to induce positive effects in the areas of learning motivation and learning gains. Yet few studies have examined how these factors are related specially in the context of visual aesthetic studies. Therefore, an empirical study was conducted to test the relationship between anticipated enjoyment and willingness to play, as well as between game enjoyment, self-reported cognitive and motivational learning gains and test results. In an explorative study, 25 students from undergraduate course in architecture school played the learning game Temple Lego. The results of pre-test and post-tests were analyzed using multiple linear regressions. The analysis showed that anticipated enjoyment played only a minor part in students’ willingness to learn with serious games. Of greater importance was the students' expectation that the learning game would be easy and instructive. There was a correlation between enjoyment and the post-test scores to continue being engaged with the subject matter of the game. We discuss the findings and pedagogical implications that can be applied to developing serious virtual reality (VR) games to learn about similar historical structures and contexts which is novel and sparsely explored.

Discover EducationVol. 3(1)
Guru Gobind Singh Indraprastha University (IN), Amity University (IN), Indira Gandhi Institute of Technology (IN), Indira Gandhi Delhi Technical University for Women (IN), Indian Institute of Technology Delhi (IN)
Sustainable cities and communities
Openalex Percentile: Top 8%
Educational Games and Gamification
3.16
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Exploring enjoyment while playing “Temple Lego”: A virtual reality cultural heritage serious game for architecture students — Harsh Pal, Sneha Maji, et al. · Discover Education (2024) | TGRS Research Map | TGRS