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European Conference on Games Based Learning (ECGBL)
PhysiVerse uses a predict-then-verify learning loop and was evaluated among 23 undergraduate students. The study covers usability, presence, emotional response and early learning gains.
PhysiVerse, a gamified virtual reality physics environment built around a predict-then-verify learning loop, is evaluated here for its usability, presence, emotional response, and early learning gains among 23 undergraduate students. The study finds strong results on several dimensions: the System Usability Scale yields a mean of 83.04, well above the conventional benchmark of 68, and Spatial Presence reaches 6.06 on a 7-point scale. Participants also reported positive emotional responses and self-efficacy. Perceived usefulness (4.26) and external control (4.35) fell near the scale midpoint, revealing a notable gap in which ease of use outpaced perceived educational value.
On the knowledge assessment, correct responses to the first physics question rose from 39.1% to 78.3% between pre- and post-testing, while the second question improved more modestly, from 21.7% to 34.8%. These gains are encouraging but must be interpreted cautiously. The assessment comprised only two items, there was no control group, and instrument administration was selective, so the improvements cannot be attributed solely to the VR medium rather than to repeated testing, the content itself, or other factors.
The authors conclude that the pedagogical promise of gamified VR depends on deliberate design rather than immersion alone. They recommend metacognitive scaffolding, structured prompts to guide free exploration, and calibrated adaptive assistance to convert engagement into durable understanding and to strengthen perceived usefulness.
The study's scope is narrow: a single small cohort of undergraduates, a single physics environment, and a short intervention. The concluding section consists of supporting literature on gamification, VR presence, and technology acceptance, including meta-analytic evidence on gamified learning and immersive VR effectiveness, and contributes context rather than new findings. Broader claims about gamified VR's educational value would require larger, controlled, and longitudinal investigation.
DiGRA · 2025