1. Exploring the motivational factors and learning outcomes of Virtual Reality educational games for middle school students: a unity 3D case study.
- Author
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Li, Jun, Zhang, Xuan, and Liu, Xiao Chen
- Subjects
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CASE method (Teaching) , *EDUCATIONAL games , *AFFECTIVE education , *SELF-determination theory , *INTRINSIC motivation - Abstract
This investigation delineates the effects of Virtual Reality (VR) educational games on middle school students’ learning outcomes and motivational dynamics within an astronomy context. Utilizing “Physics Lab VR,” a case study approach compared the efficacy of VR learning against traditional classroom methods and tablet-based instruction. Quantitative analyses, encompassing pre-test and post-test measures, were complemented by qualitative insights from semi-structured interviews to assess both the cognitive and affective dimensions of learning. Results indicated that VR significantly enhances students’ understanding of complex astronomical concepts, as evidenced by superior post-test performance in the VR group. Furthermore, VR educational games markedly improved students’ intrinsic motivation by fulfilling psychological needs for autonomy, competence, and relatedness more effectively than conventional teaching methods. Despite the positive outcomes, challenges related to the integration of VR in educational settings, including technological accessibility and curriculum alignment, were identified. The study underscores the potential of VR educational games to transform learning experiences by making abstract concepts accessible and engaging, though it also emphasizes the need for comprehensive strategies to overcome implementation barriers. [ABSTRACT FROM AUTHOR]
- Published
- 2025
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