Abstract
The technological progress in the field of Virtual Reality (VR) facilitates the availability and applicability in learning scenarios. Applying VR technologies in a virtual environment (VE) can further intensify the students’ learning experience to a more immersive and engaging involvement in the learning process. In order to use immersive virtual learning environments (VLE) in high school and higher education as a teaching and learning tool, first it has to be assessed which individual-related variables influence the VLE experience and in which way the user experience (UX) affects task performance in VLEs. The paper describes the concept of a specific VLE using Minecraft as a setup for a research study. Furthermore, the research design is outlined. The paper describes the conducted pretest of the study and presents preliminary results of the pretest.
IMA – Institute of Information Management in Mechanical Engineering; ZLW – Center for Learning and Knowledge Management; IfU – Associated Institute for Management Cybernetics e.V.
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Janßen, D., Tummel, C., Richert, A., Isenhardt, I. (2016). Towards Measuring User Experience, Activation and Task Performance in Immersive Virtual Learning Environments for Students. In: Allison, C., Morgado, L., Pirker, J., Beck, D., Richter, J., Gütl, C. (eds) Immersive Learning Research Network. iLRN 2016. Communications in Computer and Information Science, vol 621. Springer, Cham. https://doi.org/10.1007/978-3-319-41769-1_4
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