Professional Documents
Culture Documents
Checa, D., & Bustillo, A. (2020). A review of immersive virtual reality serious games to
5501-5527. https://doi.org/10.1007/s11042-019-08348-9
The authors completed a survey analysis of the differences between VR-SG (Virtual
Reality Serious Games) classified as training vs education, to identify and evaluate existing
studies that contained a performance evaluation, and to make recommendations for further
research. This breadth makes it difficult to identify answers to research questions within the
analysis. The authors completed a four step process to identify relevant articles for analysis that
using references from initially found publications, filtering based on abstracts, and finally filtering
slightly more passive experiences, published more at conferences, had students as the main
audience, and evaluated learners through questionnaires. Training articles focused on skill
acquisition, used more expensive hardware and slightly more exploratory experiences,
published more in journals, had professionals as the main audience and used recorded data to
evaluate learners more often. Overall these comparisons had limited value for determining best
practice learnings to bring from one to the other and medicine was well established in both
indicating they could be combined. The hardware analysis by specific device is likely out of date
while the trend remains as training continues to afford more complex hardware like replica
cranes.
Most articles used unity 3D for creation of software (easier to implement) and interactive
experiences were most common to balance cost and immersiveness. As more of the general
public is exposed to VR due to its decreasing costs, the authors’ recommendation for an
“extensive pre-training stage” will become less essential. User satisfaction was high with VR-SG
and used as an explanation for increased learning, but this conclusion was not tested and
generally studies lacked a rigorous control group or large sample size (both options for further
research).
Powers, F. E., & Moore, R. L. (2021). When failure is an option: A scoping review of
https://doi.org/10.1007/s11528-021-00606-8
The authors completed a scoping review to determine the current state of research on
failure in game-based learning rather than a meta-analysis or systematic review as they lacked
a clear research question or a large amount of similar studies on a topic. They used Arksey and
O’Malley’s (2005) six step review framework and found 14 articles related to the topic using the
PRISMA guidelines in the article selection step. Following a standardized method will minimize
The authors discuss failure as a mechanic where having students fail is part of the
learning experience and units of failure (game resources impacted by success or failure) such
as health, tokens, points, or even course grades. Failure as a mechanic to improve student
retention seems similar to the emotional impact students would have playing games with hidden
They determined that if the penalty for failure is too low it will encourage random
guessing and if the penalty is too high (tied to real life grades) it will demotivate students and
discourage protective failure. When I encounter modules at work that have unlimited attempts, I
will often just randomly guess without reading the material to speed along the test and often
That risk perception is individual and anonymity decreases risk perception are findings
that can be correlated with studies in areas outside of game-based learning such as public
health, media studies and business. Riskier experiences that incorporate failure increased
learner retention and based on this article finding, we can extrapolate that well designed virtual
reality games can safely increase the perception of risk to enhance learning retention as
References
Powers, F. E., & Moore, R. L. (2021). When failure is an option: A scoping review of failure
https://doi.org/10.1007/s11528-021-00606-8
Barsom, E. Z., Duijm, R. D., Dusseljee-Peute, L. W. P., Landman-van der Boom, E. B., van
training for high school students using an immersive 360-degree virtual reality
https://doi.org/10.1111/bjet.13025