Increasing Learning Motivation: An Empirical Study of VR Effects on the Vocational Training of Bank Clerks

Michael D. Kickmeier-Rust*, Philipp Hann, Michael Leitner

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

Virtual reality applications in education are becoming more and more frequent. Empirical, data-based insights in the mechanisms and impacts of VR trainings are still sparse, however. With this quasi-experimental investigation, we compare the effects of a VR training game with a conventional face-to-face presence workshop in the field of vocational training. The training domain is awareness and customer interaction training for bank clerks. The results show that the VR solutions excelled the expectations of participants and the learning motivation was significantly higher as opposed to the conventional training. In the perceived effectiveness, the VR conditions achieved equal results than face-to-face workshops. The results provide evidence that VR solutions are an appropriate approach for vocational training.

Original languageEnglish
Title of host publicationEntertainment Computing and Serious Games - 1st IFIP TC 14 Joint International Conference, ICEC-JCSG 2019, Proceedings
EditorsErik van der Spek, Stefan Göbel, Ellen Yi-Luen Do, Esteban Clua, Jannicke Baalsrud Hauge
PublisherSpringer
Pages111-118
Number of pages8
ISBN (Print)9783030346430
DOIs
Publication statusPublished - 1 Jan 2019
Event1st IFIP TC 14 Joint International Conference on Entertainment Computing and Serious Games, ICEC-JCSG 2019 - Arequipa, Peru
Duration: 11 Nov 201915 Nov 2019

Publication series

NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume11863 LNCS
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Conference

Conference1st IFIP TC 14 Joint International Conference on Entertainment Computing and Serious Games, ICEC-JCSG 2019
CountryPeru
CityArequipa
Period11/11/1915/11/19

Keywords

  • Games
  • Virtual Reality
  • Vocational training

ASJC Scopus subject areas

  • Theoretical Computer Science
  • Computer Science(all)

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