Answers are grounded in this paper and cite their sources.
Although the integration of virtual world in teaching and learning has been investigated, there is a scarcity of research considering its influence on assessing learners’ understanding and comparing it with traditional e-assessment tools such as that in Moodle quiz. In this research, a virtual reality (VR) game-based e-assessment application was proposed first. Subsequently, the study aims at (1) understanding whether the type of e-assessment method can affect students’ performance, and (2) investigating the difference in learners’ perceptions based on the type of e-assessment technology. A combination of quasi-pre-test and post-test experimental and survey research design methods were adopted. Overall, 32 undergraduate students were assigned to either control (N=17) or experimental (N=15) group. The key findings are (1) no statistical differences in students’ performance were found for both groups, and (2) significant differences between learners who completed the VR game-based e-assessment and those on the control group were found on perceived playfulness and ease of use. The conclusion drawn from the research outcomes is that a VR game-based e-assessment application is a successful approach to enhance learners’ engagement in evaluation sessions, although students may face a lack of experience in its use.
No takes yet. Share an insight, caveat, or question.
Al-Azawei et al. (2019) studied this question.
Synapse has enriched 10 related papers. Consider them for comparative context: