Designing a game-based collaborative revision in a 2D virtual world for South Asian IT undergraduates

Abstract This study explores Sri Lankan undergraduate students’ perceptions and experiences in using a 2D virtual world to support self-paced and collaborative revision activity. Using a game-based approach, a scavenger hunt activity was designed for the students to practice first-year content while working collaboratively or individually. To explore students’ experiences observations, focus groups and feedback surveys were used with a focus on their collaborative participation and using the virtual environment for self-paced engagement. The study is underpinned by Social Constructivism while incorporating Self-regulated learning. To design the activity, game-based learning and quest-based learning was used. The findings indicate that students felt the game-based approach was motivational to engage in a revision activity. Further, their collaboration was higher in the virtual space compared to in-person. Students highlighted the affordances of the virtual world, such as anonymity and psychological safety, which supported active collaboration and inclusive learning styles. Some students used persistent nature of the virtual environment to engage at their own pace and independently highlighting self-paced learning. This study contributes by sharing how 2D virtual world supports delivering a game-based revision activity that provides opportunity for the students to participate through self-paced and collaborative engagement in a South Asian context.

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Publication Details

Journal
Discover Education
Published
2026-09-30
DOI
https://doi.org/10.1007/s44217-026-02157-7
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Designing a game-based collaborative revision in a 2D virtual world for South Asian IT undergraduates

Punsisi Somaratne
Discover Education
Educational Games and Gamification
article

Designing a game-based collaborative revision in a 2D virtual world for South Asian IT undergraduates

Punsisi Somaratne
article en

Abstract

Abstract This study explores Sri Lankan undergraduate students’ perceptions and experiences in using a 2D virtual world to support self-paced and collaborative revision activity. Using a game-based approach, a scavenger hunt activity was designed for the students to practice first-year content while working collaboratively or individually. To explore students’ experiences observations, focus groups and feedback surveys were used with a focus on their collaborative participation and using the virtual environment for self-paced engagement. The study is underpinned by Social Constructivism while incorporating Self-regulated learning. To design the activity, game-based learning and quest-based learning was used. The findings indicate that students felt the game-based approach was motivational to engage in a revision activity. Further, their collaboration was higher in the virtual space compared to in-person. Students highlighted the affordances of the virtual world, such as anonymity and psychological safety, which supported active collaboration and inclusive learning styles. Some students used persistent nature of the virtual environment to engage at their own pace and independently highlighting self-paced learning. This study contributes by sharing how 2D virtual world supports delivering a game-based revision activity that provides opportunity for the students to participate through self-paced and collaborative engagement in a South Asian context.

Discover EducationVol. 5(1)
Cardiff University (GB)
Openalex Percentile: Top 5%
Educational Games and Gamification
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