The impact of two educational interventions, virtual reality and traditional activities on mood, enjoyment, and intent to engage in the game, of primary school students
Abstract
The purpose of this study was to examine the impact of two educational interventions, comprising virtual reality and traditional activities, on primary school students, by measuring factors such as mood, enjoyment, and intention to engage in the game. Participants were three hundred and forty-seven (n=347) students, between the ages from 6-12 years old. One hundred and eighty-three (52,7%) of the participants were male and one hundred and sixty-four were female (28.9%). The students who participated in the survey were randomly divided into two groups - the PEPP team, that attended a mobility program based on a full immersive virtual environment (Playstation VR) and the PD team who attended a mobility program implemented by traditional activities. A part of the Ho, Lwin, Sng & Yee (2017) questionnaire was used as a measurement tool and three factors in particular: the mood experience, the enjoyment and the future preference to play, on a five-level Likert type from ''strongly agree” to ''absolutely disagree'' (1). A t-test for independent samples (independent t-test sample) was used to statistically process the data. Data analysis revealed a significant difference between people with different interference to all factors other than the mood experience, which evaluates the participants’ experiences of games. Higher performance was recorded by those who participated in the intervention with real-life play. In conclusion, the participants had a positive attitude towards their participation in real-life games and traditional activities. Additionally, students who watched real-life games scored higher rates in terms of enjoyment and future preference for play than pupils who participated in traditional activities. In conclusion, the use of the Playstation VR may have more positive influence on the views of students than a traditional teaching program, as far as factors like the enjoyment and the intent to engage in the game are concerned.References
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