Augmenting Spatial Learning and Problem-Solving in Game-Based Education Through Virtual Environments

Rapid developments in virtual environments and their association with game-based educational processes have altered traditional learning methods. Although this study depends on how users engage with these environments on the levels of learning competence and cognitive processes, these new ways of navigating within architectural spaces focus on spatial cognition and problem-solving issues through task-based interactivity, a well-structured method in which users interact with goal-oriented assignments to fulfill the necessities of cognitive load and game-based learning efficiency. Furthermore, the study investigates spatial grounding, recollection, and cognitive processing the grade of interactive engagement. This study utilizes a task-based interactivity procedure to reveal possible outcomes of the interrelations between interactive spatial assignments and cognitive performance. With the issued VR-based spatial assignments, participants are asked to engage gradually in complex tasks, starting with passive exploration and wayfinding and navigation with simple tasks. Collected data relies on evaluating the precision of assessments, user experience questionnaires. This intake fosters insight into spatial intelligence and how it can impact the effects of structured engagement in game-based learning settings, cognitive load, and adaptability in digital learning environments. The study explores data that validates the optimization of learning efficiency regarding advanced grades of task-based interactivity through the cognitive load in game-based learning and enhanced problem-solving skills. Moreover, the study validates that interactivity in goal-driven tasks results in broader cognitive interaction and advanced spatial cognizance. These conjectures anticipate a prominent insight into VR-based practices and programs, educational game design, and learning strategies. With a focus on the contribution to the developing discourse issuing VR-based education by addressing spatial learning procedures and cognitive processes, this study reveals the potential of first-person exploration and thought processes that emerge from sensory and motor engagements within game-based learning.

Authors

Institutions

Publication Details

Journal
European Conference on Games Based Learning
Published
2025-09-26
DOI
https://doi.org/10.34190/ecgbl.19.1.3897
Primary Topic
Geography Education and Pedagogy
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Augmenting Spatial Learning and Problem-Solving in Game-Based Education Through Virtual Environments

Tuğçe Gökçen Kütüklü
European Conference on Games Based Learning
Geography Education and Pedagogy
article

Augmenting Spatial Learning and Problem-Solving in Game-Based Education Through Virtual Environments

Tuğçe Gökçen Kütüklü
article en

Abstract

Rapid developments in virtual environments and their association with game-based educational processes have altered traditional learning methods. Although this study depends on how users engage with these environments on the levels of learning competence and cognitive processes, these new ways of navigating within architectural spaces focus on spatial cognition and problem-solving issues through task-based interactivity, a well-structured method in which users interact with goal-oriented assignments to fulfill the necessities of cognitive load and game-based learning efficiency. Furthermore, the study investigates spatial grounding, recollection, and cognitive processing the grade of interactive engagement. This study utilizes a task-based interactivity procedure to reveal possible outcomes of the interrelations between interactive spatial assignments and cognitive performance. With the issued VR-based spatial assignments, participants are asked to engage gradually in complex tasks, starting with passive exploration and wayfinding and navigation with simple tasks. Collected data relies on evaluating the precision of assessments, user experience questionnaires. This intake fosters insight into spatial intelligence and how it can impact the effects of structured engagement in game-based learning settings, cognitive load, and adaptability in digital learning environments. The study explores data that validates the optimization of learning efficiency regarding advanced grades of task-based interactivity through the cognitive load in game-based learning and enhanced problem-solving skills. Moreover, the study validates that interactivity in goal-driven tasks results in broader cognitive interaction and advanced spatial cognizance. These conjectures anticipate a prominent insight into VR-based practices and programs, educational game design, and learning strategies. With a focus on the contribution to the developing discourse issuing VR-based education by addressing spatial learning procedures and cognitive processes, this study reveals the potential of first-person exploration and thought processes that emerge from sensory and motor engagements within game-based learning.

European Conference on Games Based LearningVol. 19(1)
Bahçeşehir University (TR)
Openalex Percentile: Top 51%
Geography Education and Pedagogy
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

Augmenting Spatial Learning and Problem-Solving in Game-Based Education Through Virtual Environments — Tuğçe Gökçen Kütüklü · European Conference on Games Based Learning (2025) | TGRS Research Map | TGRS