An adaptive virtual reality game for programming education using fuzzy cognitive maps and pedagogical models

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Detalles Bibliográficos
Publicado en:Smart Learning Environments vol. 12, no. 1 (Dec 2025), p. 62
Autor principal: Marougkas, Andreas
Otros Autores: Troussas, Christos, Krouska, Akrivi, Sgouropoulou, Cleo
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Springer Nature B.V.
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Acceso en línea:Citation/Abstract
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Resumen:Virtual Reality has proven to be highly promising within the field of learning. Most VR learning methods do not effectively implement pedagogical models or adapt to the individual's learning style. This research aims to bridge this gap by integrating Fuzzy Cognitive Maps (FCMs), Flow Theory and Gamification within an educational Virtual Reality video game to introduce and teach learners to Java programming. This new integration offers real-time accommodation to the learners' performance through dynamically balancing challenges and competencies (Flow Theory) and personalized, data-driven feedback (FCMs) and motivational stimulation through interactive gamified mechanisms (Gamification). With the use of FCMs to enable real-time personalization, this approach offers the ideal balance between competence and challenge to ensure deeper understanding of the subject matter. A comprehensive analysis verified significant improvements to the task performance, knowledge outcomes, along with the reduction of errors, validating the effectiveness of this adaptive VR method. The future of a more efficient and adaptive learning VR is made possible through this research that offers new knowledge about the integration of cognitive engagement, motivational aspects, and adaptive AI-powered learning.
ISSN:2196-7091
DOI:10.1186/s40561-025-00392-3
Fuente:Education Database