Abstract
Virtual reality (VR) and games have become an increasingly feasible combination for learning in formal education. The immersive nature of VR has potential for improving learning motivation, engagement, as well as the overall learning experience. Immersive games may be particularly useful for children struggling with attention when engaging in high-focus cognitive learning tasks such as solving math equations. However, there is a lack of research that directly compares VR and non-VR games. Therefore, in our study, we analyzed the effect of VR on attention in a math practice task. We compared a baseline version of a VR game to both (i) a non-VR 3D desktop version, and (ii) an immersive VR version, which included gamification elements such as rewards and a virtual agent, since both are known to be able to increase attention. We specifically investigate whether these findings can be transferred to VR environments. In a between-groups study design, we tested the three versions of the game with 70 children (aged 12-13) in a diverse German school environment. The results show significant differences in motivation, engagement, focus, and attention across the three conditions. Overall, the game was well received by the children independent of the condition tested, however better rated across VR conditions.
Supported by the Applied Immersive Gaming Initiative (AIGI).
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Belter, M., Lukosch, H., Lindeman, R.W., Wu, Y., Steinicke, F. (2023). Exploring Virtual Reality (VR) to Foster Attention in Math Practice – Comparing a VR to a Non-VR Game. In: Fang, X. (eds) HCI in Games. HCII 2023. Lecture Notes in Computer Science, vol 14047. Springer, Cham. https://doi.org/10.1007/978-3-031-35979-8_1
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