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European Conference on Games Based Learning (ECGBL)
The activity involved 28 undergraduate Software Construction students working in 14 GPA-matched pairs. They used Meta Quest headsets and the Unity engine.
This paper examines whether building virtual reality mini-games can enhance learning and engagement in higher education software engineering courses. Its central proposition is that a structured, two-week VR game development activity, supported by gamification and peer collaboration, can increase student motivation and professional relevance compared with traditional two-dimensional development tools. The activity involved 28 undergraduate students in a university Software Construction course, organized into 14 GPA-matched pairs who used Meta Quest headsets and the Unity engine to create themed VR games. Participants progressed through gamified milestones, earned optional "diamond" rewards for extra features, engaged in peer review, and presented their work in a final showcase.
The principal findings are favorable but tentative. Survey responses from 20 of the 28 students indicated that roughly 75 percent rated motivation, engagement, effort, and enjoyment highly on a five-point Likert scale, and all 14 pairs deployed functioning games scoring above 90 out of 100. These results suggest a strong affective response to the intervention. However, the evidence base is limited to self-reported perceptions gathered after the activity, which may reflect novelty effects or social desirability bias. The authors therefore caution against claiming demonstrable learning gains and call for triangulated assessment using performance metrics, code quality analysis, and instructor evaluations.
The study's scope is narrow: a single institution, one course, a small cohort, and a brief two-week duration. Its theoretical grounding draws on research in VR-based education, gamification, and self-determination theory, which together frame the expected motivational mechanisms. The paper concludes that VR game development shows promise as an engaging pedagogical approach in software engineering education, while acknowledging that more rigorous, longitudinal, and multi-source evaluation is needed before its effectiveness for actual learning can be confirmed.
Universidad Tecnológica del Valle de Toluca · 2024