Skip to main content
Log in

Integrating immersive virtual reality technology in scaffolded game-based learning to enhance low motivation students’ multimodal science learning

  • Research Article
  • Published:
Educational technology research and development Aims and scope Submit manuscript

Abstract

Secondary science students still struggle to master scientific concepts and apply content-based knowledge. The instructional design behind the incorporation of innovative technology and the use of game-based learning (GBL) could be a key to increasing student acquisition of science knowledge. Using a mixed methods design, this study examined the effects of a scaffolded Game-based Learning (GBL) science unit using a virtual reality (VR) game component. The VR game focused on the scientific method, lab safety, and equipment, and purposefully embedded instructional scaffolds to support the needs of diverse learners. The quasi-experimental study (pre- and post-test design) investigated the acquisition of targeted science knowledge with student groups of differing motivation levels and under two different game modes (immersive and non-immersive). With a mixed methods embedded design, quantitative data (student pre- and post-tests) was analyzed first followed by qualitative data (classroom video observations and student focus groups). Statistical analysis revealed: (1) students demonstrate an overall improvement on the post-test of targeted science knowledge in a scaffolded GBL learning design, (2) students using the immersive VR mode showed greater improvement in targeted science knowledge than students using the non-immersive desktop game, and (3) students with low intrinsic motivation performed better in the immersive VR than the desktop version. Further examination of qualitative data uncovered the GBL curricular activities and scaffolds may have also contributed to students’ science learning gains through reflection and discussion after gameplay experiences. The repeated multimodal learning opportunities and the opportunities to learn through whole-body movements were also found to be the potential reasons why the immersive VR group outperformed the non-immersive group.

This is a preview of subscription content, log in via an institution to check access.

Access this article

Price excludes VAT (USA)
Tax calculation will be finalised during checkout.

Instant access to the full article PDF.

Fig. 1
Fig. 2
Fig. 3
Fig. 4
Fig. 5
Fig. 6
Fig. 7
Fig. 8
Fig. 9

Similar content being viewed by others

References

Download references

Funding

This project is funded by Ball State’s Creative Teaching Grant. No external funding was taken.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Ai-Chu Elisha Ding.

Ethics declarations

Conflict of interest

No potential conflicts of interest.

Research involving human participants and/or animals

The research involves human participants and receives IRB approval (IRB protocol # 1405843-3).

Informed consent

Participants in this research received an informed consent form that explained the purpose, benefits, risks, data collection, and confidentiality protocol used in this project. Participants were given time to review and sign the consent form to participate in this research.

Additional information

Publisher's Note

Springer Nature remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.

Rights and permissions

Springer Nature or its licensor (e.g. a society or other partner) holds exclusive rights to this article under a publishing agreement with the author(s) or other rightsholder(s); author self-archiving of the accepted manuscript version of this article is solely governed by the terms of such publishing agreement and applicable law.

Reprints and permissions

About this article

Check for updates. Verify currency and authenticity via CrossMark

Cite this article

Ding, AC.E., Huang, KT.T., DuBois, J. et al. Integrating immersive virtual reality technology in scaffolded game-based learning to enhance low motivation students’ multimodal science learning. Education Tech Research Dev (2024). https://doi.org/10.1007/s11423-024-10369-7

Download citation

  • Accepted:

  • Published:

  • DOI: https://doi.org/10.1007/s11423-024-10369-7

Keywords

Navigation