Enhancing Self-Learning in Higher Education with Virtual and Augmented Reality Role Games: Students’ Perceptions

26Citations
Citations of this article
64Readers
Mendeley users who have this article in their library.

Abstract

This study investigates how virtual and augmented reality role games impact self-learning in higher education settings. A qualitative research–action approach that involved creating augmented reality micro-stories to encourage creativity and critical thinking was used. Through role-playing, students collaborated and gained a deeper understanding of the course, improving their self-learning abilities. The findings indicate that incorporating virtual and augmented reality into higher education positively affects self-learning, promoting active student engagement and meaningful learning experiences. Additionally, students perceive these immersive educational methods as bridging the gap between virtual and in-person learning environments, ultimately leading to enhanced educational results.

Cite

CITATION STYLE

APA

Valladares Ríos, L., Acosta-Diaz, R., & Santana-Mancilla, P. C. (2023). Enhancing Self-Learning in Higher Education with Virtual and Augmented Reality Role Games: Students’ Perceptions. Virtual Worlds, 2(4), 343–358. https://doi.org/10.3390/virtualworlds2040020

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free