ABSTRACT VIEW
BOOSTING ENGAGEMENT VIA VIRTUAL IMMERSIVE ENVIRONMENTS
N. Wylie
South East Technological University (IRELAND)
The COVID-19 pandemic necessitated a reimagining of traditional Learning Management Systems (LMS), underscoring the critical role of social presence in education. Feelings of isolation among students in online and blended courses, which spiked during the pandemic years, have been shown to adversely affect learning outcomes and student motivation. Research has demonstrated a positive correlation between virtual worlds and educational outcomes, with student collaboration in these environments enhancing motivation and learning effectiveness.

Gathertown, a virtual world incorporating game-based learning elements developed during the pandemic, has significantly contributed to digital transformation in education. Its intuitive user interface, minimal learning curve, and accessibility have made it an effective tool. Unlike traditional web-conferencing software, Gathertown allows students to see and interact within a virtual "room," enabling movement and location-based interaction while retaining the quality of a traditional Zoom or MS Teams meeting.

This platform enriches the student experience by offering a more engaging alternative to standard video conferencing tools, facilitating digital engagement, collaboration, and content access. Feedback from pilot programs conducted among South East Technological University (SETU) students has been overwhelmingly positive, highlighting its innovation, engagement, sense of connection, exploratory enjoyment, reduced screen fatigue, easy access, and overall fun and engagement. This paper will explore the development, implementation, and impact of Gathertown on student learning outcomes and experiences at South East Technological University.

Keywords: Technology, education, games-based learning, innovation.