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 language | English |
|---|---|
| Title of host publication | Blended Learning. Sustainable and Flexible Smart Learning |
| Subtitle of host publication | 18th International Conference on Blended Learning, ICBL 2025, Bangkok, Thailand, July 22-25, 2025, Proceedings |
| Editors | Will W.K. Ma, Simon S. K. Cheung, Chen Li, Praewpran Prayadsab, Anan Mungwattana |
| Place of Publication | Singapore |
| Publisher | Springer |
| Pages | 191-202 |
| Number of pages | 12 |
| Edition | 1st |
| ISBN (Electronic) | 9789819684304 |
| ISBN (Print) | 9789819684298 |
| DOIs | |
| Publication status | Published - 23 Jun 2025 |
| Event | 18th International Conference on Blended Learning, ICBL 2025 - Bangkok, Thailand Duration: 22 Jul 2025 → 25 Jul 2025 https://hksmic.org.hk/icbl/2025/ https://link.springer.com/book/10.1007/978-981-96-8430-4 |
Publication series
| Name | Lecture Notes in Computer Science |
|---|---|
| Volume | 15721 |
| ISSN (Print) | 0302-9743 |
| ISSN (Electronic) | 1611-3349 |
| Name | ICBL: International Conference on Blended Learning |
|---|
Conference
| Conference | 18th International Conference on Blended Learning, ICBL 2025 |
|---|---|
| Country/Territory | Thailand |
| City | Bangkok |
| Period | 22/07/25 → 25/07/25 |
| Internet address |
User-Defined Keywords
- Experiential learning
- Gamification
- Learner engagement
- Simulation
- Virtual reality
Fingerprint
Dive into the research topics of 'Enhance Learner Engagement Through Experiential Learning in a Gamified Simulation: A Longitudinal Study'. Together they form a unique fingerprint.Cite this
- APA
- Author
- BIBTEX
- Harvard
- Standard
- RIS
- Vancouver