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Enhancing Immersive Virtual Reality Games with Gamified Learning Analytics: The Effects on Learning Value and Enjoyment

Abstract

Immersive Virtual Reality (IVR) games are increasing in popularity in formal education and professional contexts. Enhancing the IVR game with learning analytics can add value to the learning gains. Gamified Learning Analytics (GLA), i.e., LA that are gaming elements “by design”, have been proposed with the ambition to play a dual role: (a) to provide insights that are educationally meaningful, and (b) to be intuitive and fit the playful nature of the IVR game. Yet, the effects of enhancing the IVR game with GLA on learners’ perceived learning value and perceived enjoyment, and how this integration affects learners’ intention to continue using the game, remain unknown. This research aims to fill this gap. The results from a case study with 29 pupils from maritime schools in two countries show that the intuitive design of GLA holds great potential to increase effectiveness of the IVR game for learning and learners’ interest to continue using it.
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Category

Academic chapter

Language

Other

Affiliation

  • SINTEF Digital / Technology Management

Year

2025

Publisher

University of Hawai'i at Manoa

Book

Proceedings of the 58th Hawaii International Conference on System Sciences (HICSS 2025), Hilton Waikoloa Village, January 7-10, 2025

ISBN

9780998133188

Page(s)

62 - 71

View this publication at Norwegian Research Information Repository