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Enhance Learner Engagement Through Experiential Learning in a Gamified Simulation: A Longitudinal Study

  • Chen Li
  • , Jeff K. T. Tang
  • , Jia Ye*
  • , Yufei Lu
  • , Peter H. F. Ng
  • , Laura Zhou
  • , Jing Liu
  • , Qing Li
  • *Corresponding author for this work

Research output: Chapter in book/report/conference proceedingConference proceedingpeer-review

2 Citations (Scopus)

Abstract

Experiential learning in virtual reality (VR) has gained considerable attention from both practitioners and researchers in recent years. Despite its potential, there is still a gap in effectively engaging students through experiential learning. Gamification has emerged as a promising strategy to bridge this gap by incorporating interactive and motivational elements into learning experiences. To explore the potential of combining gamification with experiential learning in VR, we conducted a longitudinal study with 68 undergraduate students enrolled in a human-computer interaction (HCI) course. The study focused on a gamified simulation of Fitts’ Law, a fundamental concept for modelling human movement in HCI, to evaluate its impact on learner engagement and the translation of this engagement into knowledge gains over both the short and long term. Our findings indicated that the gamified experiential learning approach significantly enhanced learner engagement, especially affective engagement, compared to traditional methods that rely on texts and figures. The longitudinal data also suggested that the approach led to better knowledge retention. However, no relationship was found between the observed learner engagement and knowledge change. This highlights the need for further research to study how to effectively convert learner engagement into measurable knowledge gains through experiential learning in gamified simulations.
Original languageEnglish
Title of host publicationBlended Learning. Sustainable and Flexible Smart Learning
Subtitle of host publication18th International Conference on Blended Learning, ICBL 2025, Bangkok, Thailand, July 22-25, 2025, Proceedings
EditorsWill W.K. Ma, Simon S. K. Cheung, Chen Li, Praewpran Prayadsab, Anan Mungwattana
Place of PublicationSingapore
PublisherSpringer
Pages191-202
Number of pages12
Edition1st
ISBN (Electronic)9789819684304
ISBN (Print)9789819684298
DOIs
Publication statusPublished - 23 Jun 2025
Event18th International Conference on Blended Learning, ICBL 2025
- Bangkok, Thailand
Duration: 22 Jul 202525 Jul 2025
https://hksmic.org.hk/icbl/2025/
https://link.springer.com/book/10.1007/978-981-96-8430-4

Publication series

NameLecture Notes in Computer Science
Volume15721
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349
NameICBL: International Conference on Blended Learning

Conference

Conference18th International Conference on Blended Learning, ICBL 2025
Country/TerritoryThailand
CityBangkok
Period22/07/2525/07/25
Internet address

User-Defined Keywords

  • Experiential learning
  • Gamification
  • Learner engagement
  • Simulation
  • Virtual reality

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