ABSTRACT VIEW
Abstract NUM 280

DEVELOPMENT AND EVALUATION OF GAMIFIED VIRTUAL REALITY TOOLS FOR ENHANCING ECONOMICS EDUCATION
S. Kubilinskiene
Higher Education Institution (LITHUANIA)
This paper presents the development and usability evaluation of a virtual reality (VR) simulation tool and educational content created within the Erasmus+ project, aimed at enhancing economics students’ critical thinking, communication, collaboration, and creativity skills. A total of 91 students from universities in three countries participated in a two-phase study to assess the tool’s and content’s usability. The research methodology applied Keller’s ARCS motivational design model (Attention, Relevance, Confidence, and Satisfaction) as a guiding strategy for evaluating content usability. Additionally, the tool’s usability was assessed through a participant-based evaluation using event diaries, following a collaborative approach.

The results of the content usability evaluation showed that relevance received the highest score (3.64 out of 5), followed by confidence (3.37), attention (3.5), and satisfaction (3.04). Regarding tool usability, the scores were as follows: learnability (3.648), effectiveness (3.276), and accommodation (4.125 out of 5).

Keywords: Virtual reality, usability, virtual education, VR simulation game, higher education.

Event: ICERI2025
Track: Innovative Educational Technologies
Session: Technology Enhanced Learning
Session type: VIRTUAL