Building upon our preliminary study on generational differences in digital fluency within Virtual Reality (VR) environments, this work investigates the impact of interactive XR-based Serious Games on learner concentration and engagement compared to traditional educational methods. Our earlier findings demonstrated that younger users exhibit more comfort and efficiency with VR, highlighting a broader digital skill divide. To further explore these insights, we designed an experimental comparison, where student participants experienced both a conventional lecture and an immersive interactive VR simulation, developed explicitly as a Serious Game covering identical instructional content. Anonymous graphical self-assessment forms were utilized to measure students’ concentration and attention levels at critical time intervals throughout each session. The results reveal significant differences in sustained attention and emotional engagement between traditional learning methods and VR-based approaches, highlighting the instructional advantages of Serious Games and XR applications in supporting learner concentration, particularly among digital native students. Overall, this study expands upon our previous findings and provides valuable empirical evidence supporting the integration of XR and interactive learning environments into innovative educational practices.

错误:搜索内容不能为空,请输入英文关键词
错误:关键词超出字数限制,请精简
高级检索

Concentration in Learning: VR vs. Traditional

  • Erik Sindonen,
  • Olga Israelian

摘要

Building upon our preliminary study on generational differences in digital fluency within Virtual Reality (VR) environments, this work investigates the impact of interactive XR-based Serious Games on learner concentration and engagement compared to traditional educational methods. Our earlier findings demonstrated that younger users exhibit more comfort and efficiency with VR, highlighting a broader digital skill divide. To further explore these insights, we designed an experimental comparison, where student participants experienced both a conventional lecture and an immersive interactive VR simulation, developed explicitly as a Serious Game covering identical instructional content. Anonymous graphical self-assessment forms were utilized to measure students’ concentration and attention levels at critical time intervals throughout each session. The results reveal significant differences in sustained attention and emotional engagement between traditional learning methods and VR-based approaches, highlighting the instructional advantages of Serious Games and XR applications in supporting learner concentration, particularly among digital native students. Overall, this study expands upon our previous findings and provides valuable empirical evidence supporting the integration of XR and interactive learning environments into innovative educational practices.