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Lecture-based, virtual reality game-based and their combination: which is better for higher education?

Mirza Rayana Sanzana (University of Nottingham - Malaysia Campus, Semenyih, Malaysia)
Mostafa Osama Mostafa Abdulrazic (University of Nottingham - Malaysia Campus, Semenyih, Malaysia)
Jing Ying Wong (University of Nottingham - Malaysia Campus, Semenyih, Malaysia)
Kher Hui Ng (University of Nottingham - Malaysia Campus, Semenyih, Malaysia)
Shams Ghazy (University of Nottingham - Malaysia Campus, Semenyih, Malaysia)

Journal of Applied Research in Higher Education

ISSN: 2050-7003

Article publication date: 13 September 2021

Issue publication date: 6 December 2022

256

Abstract

Purpose

This paper presents an educational virtual reality (VR) game and experiments with different methods of including it into the teaching process. The purpose of this research study is to discover if immersive VR games can be used as an effective pedagogical tool if blended with traditional lectures by assisting learning gain, memory and knowledge retention while increasing edutainment value.

Design/methodology/approach

This research design comprises three different methods of learning: lecture-based involving lecture slides, infographics, and a video, game-based involving an immersive VR game of oil rig exploration, and the combination of lecture and game-based. Participants of each method filled up a questionnaire before and after participation to measure the learning gain, memory, and knowledge retention.

Findings

From the predominant findings of the study, the combined method demonstrated a significant increase in learning gain, memory, and knowledge retention and maybe a potentially suitable pedagogical tool.

Research limitations/implications

Limitations of the study include findings based on one VR game with a specific educational topic, additionally, it is suspected that having different participants for each of the three methods may have slightly affected the results, albeit to a limited extent.

Practical implications

Findings of this study will provide evidence that VR games can be used alongside traditional lectures to aid in the learning process. Educators can choose to include VR games into their curriculums to improve the educational delivery process.

Originality/value

This research contributes to ways of incorporating VR games into educational curriculums through findings of this study highlighting the combination of VR games with lectures.

Keywords

Citation

Sanzana, M.R., Abdulrazic, M.O.M., Wong, J.Y., Ng, K.H. and Ghazy, S. (2022), "Lecture-based, virtual reality game-based and their combination: which is better for higher education?", Journal of Applied Research in Higher Education, Vol. 14 No. 4, pp. 1286-1302. https://doi.org/10.1108/JARHE-09-2020-0302

Publisher

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Emerald Publishing Limited

Copyright © 2021, Emerald Publishing Limited

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