4.5 Article

Investigating Engagement and Flow with a Placed-Based Immersive Virtual Reality Game

Journal

JOURNAL OF SCIENCE EDUCATION AND TECHNOLOGY
Volume 30, Issue 3, Pages 347-360

Publisher

SPRINGER
DOI: 10.1007/s10956-020-09870-4

Keywords

Virtual reality; Learning game; Engagement; Flow; Place-based

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The study found that the immersive virtual reality game helped students enter a state of "flow", with most students having a positive attitude towards using the game. High levels of immersion and presence enhanced the learning experience, and students also had favorable attitudes towards using this game for learning in school environments.
An immersive virtual reality (iVR) game for high school students to learn about locations in their watershed with a primary focus on their city was designed and developed, employing a design model that focuses on flow. An exploratory study with the iVR game was conducted in an urban school in the eastern USA with 57 adolescents ages 16-18 from a population that is economically disadvantaged and includes students who are typically unengaged in traditional school-based learning environments. After game completion, the participants completed a 10-item survey measuring elements of flow and a 12-item survey designed to measure perceptions toward learning with VR games, immersion and presence. Participant focus groups were conducted with an emphasis on features that promoted engagement, learning, immersion, and presence. The findings revealed that all students experienced a flow state when they played the iVR learning game. Almost all users (98.1%) had positive attitudes towards using the iVR game. Students experienced high immersion and presence. In addition, students had favorable attitudes towards learning with iVR games in school environments.

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