Content area
Virtual Reality has proven to be highly promising within the field of learning. Most VR learning methods do not effectively implement pedagogical models or adapt to the individual's learning style. This research aims to bridge this gap by integrating Fuzzy Cognitive Maps (FCMs), Flow Theory and Gamification within an educational Virtual Reality video game to introduce and teach learners to Java programming. This new integration offers real-time accommodation to the learners' performance through dynamically balancing challenges and competencies (Flow Theory) and personalized, data-driven feedback (FCMs) and motivational stimulation through interactive gamified mechanisms (Gamification). With the use of FCMs to enable real-time personalization, this approach offers the ideal balance between competence and challenge to ensure deeper understanding of the subject matter. A comprehensive analysis verified significant improvements to the task performance, knowledge outcomes, along with the reduction of errors, validating the effectiveness of this adaptive VR method. The future of a more efficient and adaptive learning VR is made possible through this research that offers new knowledge about the integration of cognitive engagement, motivational aspects, and adaptive AI-powered learning.
Details
Curriculum Development;
Environment;
Cognitive Processes;
Academic Achievement;
Coding;
Educational Objectives;
Artificial Intelligence;
Instructional Effectiveness;
Fundamental Concepts;
Autism Spectrum Disorders;
Constructivism (Learning);
Educational Games;
Educational Strategies;
Competence;
Influence of Technology;
Distance Education;
Educational Methods;
Educational Technology;
Cognitive Style;
Cognitive Mapping;
Blended Learning;
Creativity;
Educational Experience;
Educational Facilities Improvement
Computer & video games;
Educational technology;
Learning management systems;
Virtual reality;
Flow theory;
Online instruction;
Technology Acceptance Model;
Real time;
Education;
Flow mapping;
Computer programming;
Pedagogy;
Feedback;
Skills;
Learning;
Artificial intelligence;
Educational objectives;
Cognitive models;
Literature reviews;
Customization;
Cognitive maps;
Gamification;
Adaptive learning
; Krouska, Akrivi 1 ; Sgouropoulou, Cleo 1 1 University of West Attica, Greece, Department of Informatics and Computer Engineering, Athens, Greece (GRID:grid.499377.7) (ISNI:0000 0004 7222 9074)