Measuring Students' Motivation towards Virtual Reality Game-Like Learning Environments
Shubham Gargrish, Archana Mantri, Gurjinder Singh, Harun Harun
Abstract
Learning concepts of science is very challenging, especially when the concepts used are abstract. Teachers have recourse to many different types of teaching methods which are however limited when it comes to explaining students about three dimensionalities (3-D) concepts. There are various technologies like AR, VR, and MR that have come into play and are already been used in the field of education. Virtual Reality (VR) technologies are rapidly becoming more popular in the field of education. VR based Learning Environments (VRLEs) create a real-world environment with the help of 3-D models that brings immersion, interaction and triggers the imagination power of the student. This paper shows that VR technology has a positive impact on students' motivation. The development and deployment of a game “Magnex” has been done to explain the concepts of magnetism and its current effects. The Instructional Materials Motivation Survey (IMMS) which is based upon the ARCS model as deployed for collecting information; it consists of four factors: satisfaction, attention, confidence and relevance. When the effect of VR application was analyzed, confidence and attention factors were best rated among all.