Skip to main content

Towards Measuring User Experience, Activation and Task Performance in Immersive Virtual Learning Environments for Students

  • Conference paper
  • First Online:
Immersive Learning Research Network (iLRN 2016)

Part of the book series: Communications in Computer and Information Science ((CCIS,volume 621))

Included in the following conference series:

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.

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

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Guo, Q.: Learning in a mixed realty system in the context of ‘Industrie 4.0’. J. Tech. Educ. 3(2) (2015)

    Google Scholar 

  2. Hermann, M., Pentek, T.; Otto, B.: Design principles for Industrie 4.0 scenarios: a literature review. Audi Stiftungslehrstuhl Supply Net Order Management. TU, Dortmund (2015)

    Google Scholar 

  3. Schuster, K., Groß, K., Vossen, R., Richert, A., Jeschke, S.: Preparing for Industry 4.0 - collaborative virtual learning environments in engineering education. In: Proceedings of the International Conference on E-learning in the Workplace (ICELW) (2015)

    Google Scholar 

  4. Janßen, D., Schilberg, D., Richert, A., Jeschke, S.: Pump it up! - an online game in the lecture computer science in mechanical engineering. In: Proceedings of the 8th European Conference on Games Based Learning, pp. 805–808 (2014)

    Google Scholar 

  5. Schröder, S., Janßen, D., Leisten, I., Vossen, R., Isenhardt, I.: On-professional competence in engineering education for XL-classes. In: Proceedings of the IEEE Frontiers in Education Conference (FIE 2013), pp. 29–34. IEEE (2013)

    Google Scholar 

  6. Dörner, R., Broll, W., Grimm, P., Jung, B.: Virtual and Augmented Reality (VR/AR). Grundlagen und Methoden der Virtuellen und Augmentierten Realität. Springer, Berlin (2013)

    Google Scholar 

  7. Chau, M., Wong, A., Wang, M., Lai, S., Chan, K.W.Y., Li, T.M., et al.: Using 3D virtual environments to facilitate students in constructivist learning. Decis. Support Syst. 56, 115–121 (2013)

    Article  Google Scholar 

  8. Li, T.M.H., Chau, M., Wong, P.W.C., Lai, E.S.Y., Yip, P.S.F.: Evaluation of a web-based social network electronic game in enhancing mental health literacy for young people. J. Med. Internet Res. 15, e80 (2013)

    Article  Google Scholar 

  9. Asgari, M., Kaufman, D.: Relationships among computer games, fantasy and learning. In: Proceedings of Educating Imaginative Minds: 2nd Annual Conference on Imagination and Education, Vancouver, BC (2004)

    Google Scholar 

  10. Tüzun, H., Özdinc, F.: The effects of 3D multi-user virtual environments on freshmen university students‘ conceptual and spatial learning and presence in departmental orientation. Comput. Educ. 94, 228–240 (2016)

    Article  Google Scholar 

  11. Dalgarno, B.; Hedberg, J.: 3D learning environments in tertiary education. In: Ascilite 2001: Meeting the Crossroads, pp. 33–36 (2001)

    Google Scholar 

  12. Chittaro, L., Buttussi, F.: Assessing knowledge retention of an immersive serious games vs. a traditional education method in aviation safety. IEEE Trans. Vis. Comput. Graph. 21, 529–538 (2015)

    Article  Google Scholar 

  13. Silverstein, J.C., Dech, F., Edison, M., Jurek, P., Helton, W.S., Espat, N.J.: Virtual reality: immersive hepatic surgery educational environment. Surgery 132, 274–277 (2002)

    Article  Google Scholar 

  14. Cruz-Neira, C., Reiners, D., Springer, J.P., Neumann, C., Odom, C.N.S., Kehring, K.: An integrated immersive simulator for the dismounted soldier. In: The Interservice/Industry Training, Simulation and Education Conference (2011)

    Google Scholar 

  15. Witmer, B., Singer, M.: Measuring presence in virtual environments: a presence questionnaire. Presence: Teleoper. Virtual Environ. 7, 225–240 (1998)

    Article  Google Scholar 

  16. Issing, L.J., Klimsa, P. (Hg.): Information und Lernen mit Multimedia und Internet. Lehrbuch für Studium und Praxis. Beltz PVU, Weinheim (2002)

    Google Scholar 

  17. Hassenzahl, M., Eckoldt, K., Thielsch, M.T.: User experience und experience design – Konzepte und Herausforderungen. In: Brau, H., Diefenbach, S., Hassenzahl, M., Kohler, K., Koller, F., Peissner, M., Petrovic, K., Thielsch, M., Ullrich, D., Zimmermann, D. (eds.) Tagungsband UP09, pp. 233–237. Fraunhofer Verlag, Stuttgart (2009)

    Google Scholar 

  18. ISO 9241-210

    Google Scholar 

  19. IJsselsteijn, W., De Kort, Y.A.W., Poels, K., Jurgelionis, A., Bellotti, F.: Characterising and measuring user experiences in digital games. In: International Conference on Advances in Computer Entertainment Technology, vol. 2, p. 27, Salzburg, AU (2007)

    Google Scholar 

  20. Jennett, C., Cox, A.L., Cairns, P., Dhoparee, S., Epps, A., Tijs, T., Walton, A.: Measuring and defining the experience of immersion in games. Int. J. Hum. Comput. Stud. 66, 641–661 (2008)

    Article  Google Scholar 

  21. Murray, J.: Hamlet on the Holodeck: The Future of Narrative in Cyberspace, pp. 98–99. MIT Press, Cambridge (1997)

    Google Scholar 

  22. Wirth, W., Hofer, M.: Präsenzerleben - eine Einführung aus Medienpsychologischer Perspektive. Montage AV 17, 159–175 (2009)

    Google Scholar 

  23. Slater, M., Wilbur, S.: A framework for immersive virtual environments (five): speculations on the role of presence in virtual environments. Presence: Teleoper. Virtual Environ. 6, 603–616 (1997). MIT Press

    Article  Google Scholar 

  24. Malinoswki, J.C., Gillespie, W.T.: Individual differences in performance on a large-scale, real-world wayfinding task. J. Environ. Psychol. 21, 73–82 (2001)

    Article  Google Scholar 

  25. Mögerle, U., Böcking, S., Wirth, W., Schramm, H.: Unterhaltungserleben in virtuellen Medien. Die Rolle von Medien und Rezipienteneigenschaften beim Entstehen von Spatial Presence. In: Schramm, H., Wirth, W., Bilandzic, H. (eds.) Empirische Unterhaltungsforschung: Studien zu Rezeption und Wirkung von medialer Unterhaltung, pp. 87–106. Nomos, Glashütte (2006)

    Google Scholar 

  26. Nash, E.B., Edwards, G.W., Thompson, J.A., Barfield, W.: A review of presence and performance in virtual environments. Int. J. Hum. Comput. Interact. 12, 1–41 (2000)

    Article  Google Scholar 

  27. Csikszentmihalyi, M.: Flow: The Psychology of Optimal Experience. Harper and Row, New York (1990)

    Google Scholar 

  28. Wünsch, C., Schramm, H., Gehrau, V., Bilandzic, H. (eds.): Handbuch Medienrezeption. Nomos, Baden-Baden (2014)

    Google Scholar 

  29. Keller, J., Landhäußer, A.: Im Flow sein. Experimentelle Analysen des Zustands optimaler Beanspruchung. Psychologische Rundschau 62, 213–220 (2011)

    Article  Google Scholar 

  30. Schuster, K.: Einfluss natürlicher Benutzerschnittstellen zur Steuerung des Sichtfeldes und der Fortbewegung auf Rezeptionsprozesse in virtuellen Lernumgebungen. Tectum Verlag, Marburg (2015)

    Google Scholar 

  31. Schifter, C.; Cipollone, M.: Minecraft as a teaching tool: one case study. In: McBride, R.; Searson, M. (Eds.): Proceedings of Society for Information and Technology and Teacher Education International Conference 2013, pp. 2951–2955. AACE, Chesapeake, VA (2013)

    Google Scholar 

  32. Reem, A., Bana, J., Knight, I., Benson, E., Afolabi, O., Kerr, A., Blanchfield, P., Hopkins, G.: Design of a math learning game using a Minecraft mod. In: Proceedings of the European Conference on Games Based Learning (2014)

    Google Scholar 

  33. Short, D.: Teaching scientific concepts using a virtual world - Minecraft. J. Aust. Sci. Teach. Assoc. 58, 55–58 (2012)

    Google Scholar 

  34. Pivec, M., Moretti, M.: Game-Based Learning: Discover the Pleasure of Learning. Pabst Science Publishers, Lengerich (2008)

    Google Scholar 

  35. Morsi, R., Jackson, E.: Playing and learning? Educational gaming for engineering education. In: Frontiers in Education Conference – Global Engineering: Knowledge Without Borders, Opportunities Without Passports, pp. F2H-1–F2H-6. IEEE (2007)

    Google Scholar 

  36. Beier, G.: Kontrollüberzeugungen im Umgang mit Technik. Rep. Psychologie 24, 684–694 (1993)

    Google Scholar 

  37. Münzer, S., Hölscher, C.: Entwicklung und Validierung eines Fragebogens zu räumlichen Strategien. Diagnostica 57, 111–125 (2011)

    Article  Google Scholar 

  38. Rheinberg, F., Vollmeyer, R., Engeser, S.: Die Erfassung des Flow-Erlebens. In: Stiensmeier, J., Rheinberg, F. (eds.) Diagnostik von Motivation und Selbstkonzept, pp. 261–279. Hogrefe, Göttingen (2003)

    Google Scholar 

  39. IJsselsteijn, W.A., de Kort, Y.A.W.; Poels, K.: The game experience questionnaire: development of a self-report measure to assess the psychological impact of digital games (in preparation)

    Google Scholar 

  40. Kivikangas, J.M., Chanel, G., Cowley, B., Ekman, I., Salminen, M., Järvelä, S., Ravaja, N.: A review of the use of psychophysiological methods in game research. J. Gaming Virtual Worlds 3, 181–199 (2011)

    Article  Google Scholar 

  41. Mandryk, R.: Physiological measures for game evaluation. In: Isbister, K., Schaffer, N. (eds.) Game Usability: Advancing the Player Experience. Morgan Kaufmann, Burlington (2008)

    Google Scholar 

  42. Ziefle, M.: Ungewissheit und Unsicherheit bei der Einführung neuer Technologien. Nutzungsbarrieren am Beispiel von Medizintechnologien im häuslichen Umfeld. In: Jeschke, S., Jakobs, E.-M., Dröge, A. (eds.) Exploring Uncertainty, pp. 84–104. Springer Fachmedien, Wiesbaden (2013)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Daniela Janßen .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2016 Springer International Publishing Switzerland

About this paper

Cite this paper

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

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-41769-1_4

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-41768-4

  • Online ISBN: 978-3-319-41769-1

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics