The integration of digital technologies into education has been increasingly explored for its potential to support learning effectiveness. However, students often face distractions, and standardized teaching materials may fail to stimulate interest or motivation. To address these issues, this study aims to transform traditional electronics education content into immersive VR experiences through game-based learning. We developed interactive electronic learning modules by integrating game elements into VR, co-designed with vocational high school teachers to align with curriculum requirements and student needs. The results suggest that game-based VR may support learning through immersive and engaging content, potentially capturing students’ attention and supporting concentration and perceived engagement. The experimental results indicate that students who used the VR materials achieved higher learning scores than those who used conventional materials. This study suggests that game-based VR may serve as a supportive approach for enhancing student engagement and learning outcomes in electronics education. The findings highlight the potential of VR-DGBL to support electronics education by providing more immersive and supportive learning experiences.
Li et al. (Thu,) studied this question.
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