Gamification of virtual reality assembly training: Effects of a combined point and level system on motivation and training results

  • Virtual Reality (VR) offers novel possibilities for remote training regardless of the availability of the actual equipment, the presence of specialists, and the training locations. Research shows that training environments that adapt to users' preferences and performance can promote more effective learning. However, the observed results can hardly be traced back to specific adaptive measures but the whole new training approach. This study analyzes the effects of a combined point and leveling VR-based gamification system on assembly training targeting specific training outcomes and users' motivations. The Gamified-VR-Group with 26 subjects received the gamified training, and the Non-Gamified-VR-Group with 27 subjects received the alternative without gamified elements. Both groups conducted their VR training at least three times before assembling the actual structure. The study found that a level system that gradually increases the difficulty and error probability in VR can significantly lower real-world error rates, self-corrections, and support usages. According to our study, a high error occurrence at the highest training level reduced the Gamified-VR-Group's feeling of competence compared to the Non-Gamified-VR-Group, but at the same time also led to lower error probabilities in real-life. It is concluded that a level system with a variable task difficulty should be combined with carefully balanced positive and negative feedback messages. This way, better learning results, and an improved self-evaluation can be achieved while not causing significant impacts on the participants' feeling of competence.

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Metadaten
Author:Jessica UlmerORCiD, Sebastian BraunORCiD, Chi-Tsun Cheng, Steve Dowey, Jörg WollertORCiD
DOI:https://doi.org/10.1016/j.ijhcs.2022.102854
ISSN:1071-5819
Parent Title (English):International Journal of Human-Computer Studies
Publisher:Elsevier
Place of publication:Amsterdam
Document Type:Article
Language:English
Year of Completion:2022
Tag:Assembly; Gamification; Level system; User study; Virtual reality
Volume:165
Issue:Art. No. 102854
Link:https://doi.org/10.1016/j.ijhcs.2022.102854
Zugriffsart:campus
Institutes:FH Aachen / Fachbereich Maschinenbau und Mechatronik
FH Aachen / MASKOR Institut für Mobile Autonome Systeme und Kognitive Robotik
collections:Verlag / Elsevier