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The use of gamification and virtual reality in e-learning tools used in preparation for driving exams : A comparative study

Boensma, E.C.M. (2019) The use of gamification and virtual reality in e-learning tools used in preparation for driving exams : A comparative study.

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Abstract:VR offers great potential for instructional designers mainly when it comes to designing e-learning tools. However, the use of gamification has already been popular for some time and its effectiveness has been the topic of many studies. The focus of this study is to gain insight into wether the use of VR has a favourable effect on learners' motivation, user experience and learning outcome when compared to the use of only certain game elements. Both quantitative and qualitative data were collected. In order to create a fair comparison between VR and gamification, two versions of the same training tool were created using these two different multimedia technologies. This study produced a number of findings: There is no statistical evidence for the use of VR being beneficial regarding learners' motivation, user experience and learning outcome. However, the qualitative data shows a strong preference for the VR version. The main conclusion that can be drawn from this study is that participants strongly favour the VR version over the gamified only version of the same training tool, mainly due to its realism and it creating an immersive simulation. However, further research is needed due to the small sample size of this study.
Item Type:Essay (Master)
Faculty:BMS: Behavioural, Management and Social Sciences
Subject:05 communication studies
Programme:Communication Studies MSc (60713)
Link to this item:https://purl.utwente.nl/essays/78930
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