Volltext-Downloads (blau) und Frontdoor-Views (grau)

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.show moreshow less

Export metadata

Statistics

frontdoor_oas
Metadaten
Document Type:Conference Proceeding
State of review:Begutachtet (reviewed)
Conference Type:Konferenzartikel
Zitierlink: https://opus.hs-offenburg.de/11908
Bibliografische Angaben
Title (English):Engaging Low-Literate Adults Through Game-Based Virtual Reality
Conference:Joint International Conference on Serious Games (11. : 2025 : Lucerne, Switzerland)
Author:Benjamin SchnitzerStaff MemberORCiDGND, Eveline BaderORCiD, Polona CasermanORCiD, Giulio CroccoORCiD, Oliver KornStaff MemberORCiDGND
Edition:1.
Year of Publication:2026
Date of first Publication:2025/11/01
Place of publication:Cham
Publisher:Springer Nature Switzerland
Page Number:19
First Page:51
Last Page:69
Parent Title (English):Serious Games : 11th Joint International Conference, JCSG 2025, Lucerne, Switzerland, December 4–5, 2025, Proceedings
Editor:André Thomas, Michelle Meyer, Markus Zank
Volume: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
Language:English
Inhaltliche Informationen
Institutes:Fakultät Medien (M) (ab 22.04.2021)
Research:ACI - Affective and Cognitive Institute
Collections of the Offenburg University:Bibliografie
Tag:Game-Based Language Learning; Low-Literate Adults; Serious Virtual Reality Games; Syllable Sorting
Formale Angaben
Relevance for "Jahresbericht über Forschungsleistungen":5-fach | Konferenzbeitrag
Open Access: Closed 
Licence (German):License LogoUrheberrechtlich geschützt