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Engaging Low-Literate Adults Through Game-Based Virtual Reality

  • Advances in Virtual Reality enable new learning spaces for language learning. While game-based learning generally has shown promise in the field of language learning, its potential for low-literate adults remains underexplored. In this work, we examine the potentials of Serious Virtual Reality Games (SVRGs) for language learning and describe the design of a playful SVRG involving an embodiedAdvances in Virtual Reality enable new learning spaces for language learning. While game-based learning generally has shown promise in the field of language learning, its potential for low-literate adults remains underexplored. In this work, we examine the potentials of Serious Virtual Reality Games (SVRGs) for language learning and describe the design of a playful SVRG involving an embodied syllable sorting task. Using a within-participants design, adults previously identified as low-literate (n = 9) played the game in two conditions: a low-immersive desktop and a fully immersive VR version. Learning outcomes were measured via pre- and post-tests. We assessed in-game performance, usability, flow, engagement, and embodiment. While the results did not reveal significant differences regarding knowledge gain, usability, and flow, participants reported increased attention playing the SVRG. Moreover, the game metrics revealed that participants pursued a trial-and-error strategy when playing the PC version, whereas in VR the interface design nudged them towards making more informed decisions.…zeige mehrzeige weniger

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Metadaten
Dokumentart:Konferenzveröffentlichung
Review-Status:Begutachtet (reviewed)
Art der Konferenzveröffentlichung:Konferenzartikel
Zitierlink: https://opus.hs-offenburg.de/11908
Bibliografische Angaben
Titel (Englisch):Engaging Low-Literate Adults Through Game-Based Virtual Reality
Konferenzangaben:Joint International Conference on Serious Games (11. : 2025 : Lucerne, Switzerland)
Verfasserangaben:Benjamin SchnitzerStaff MemberORCiDGND, Eveline BaderORCiD, Polona CasermanORCiD, Giulio CroccoORCiD, Oliver KornStaff MemberORCiDGND
Auflage:1.
Erscheinungsjahr:2026
Datum der Erstveröffentlichung:01.11.2025
Verlagsort:Cham
Verlag:Springer Nature Switzerland
Seitenanzahl:19
Erste Seite:51
Letzte Seite:69
Titel des übergeordneten Werkes (Englisch):Serious Games : 11th Joint International Conference, JCSG 2025, Lucerne, Switzerland, December 4–5, 2025, Proceedings
Herausgeber*in:André Thomas, Michelle Meyer, Markus Zank
Jahrgang (Band):LNCS 16243
ISBN:978-3-032-10517-2 (Softcover)
ISBN:978-3-032-10518-9 (eBook)
ISSN:0302-9743 (Series ISSN)
ISSN:1611-3349 (Series E-ISSN)
DOI:https://doi.org/10.1007/978-3-032-10518-9_6
Sprache:Englisch
Inhaltliche Informationen
Fakultäten / Einrichtungen:Fakultät Medien (M) (ab 22.04.2021)
Forschung:ACI - Affective and Cognitive Institute
Sammlungen der Hochschule Offenburg:Bibliografie
Freies Schlagwort / Tag:Game-Based Language Learning; Low-Literate Adults; Serious Virtual Reality Games; Syllable Sorting
Formale Angaben
Relevanz für "Jahresbericht über Forschungsleistungen":5-fach | Konferenzbeitrag
Open-Access-Status: Closed 
Lizenz (Deutsch):License LogoUrheberrechtlich geschützt