Abstract
Virtual reality (VR) educational games are engaging as VR can enable high levels of immersion and presence. However, for effective learning, educational literature highlights the benefits if such games have effective feedback. We aimed to understand the nature of feedback provided in popular commercial VR educational games. To discover this, we systematically reviewed 260 commercially available educational games from VIVEPORT, Oculus and Steam, the key platforms for VR games. We assessed if they offered key forms of feedback we identified from the literature, score, levels, competition, self, self-comparison, till correct, accuracy, process, and Open Learner Models (OLMs). We found that just 67 games (26%) had any of these forms of feedback and just four had OLMs. Our key contributions are: (1) the first systematic review of feedback in commercial VR games; (2) literature-informed definition of key forms of feedback for VR games; (3) understanding about OLMs in commercial VR games.
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Chen, Y., Kay, J., Yoo, S. (2023). Feedback and Open Learner Models in Popular Commercial VR Games: A Systematic Review. In: Wang, N., Rebolledo-Mendez, G., Matsuda, N., Santos, O.C., Dimitrova, V. (eds) Artificial Intelligence in Education. AIED 2023. Lecture Notes in Computer Science(), vol 13916. Springer, Cham. https://doi.org/10.1007/978-3-031-36272-9_44
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