Computers & Education X Reality· 2026Q1
Effects of interface modality and gamification on learning, engagement, and performance in simulation-based training
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- Q1SCImago
- 2026year
Short summary
VR-based simulation significantly increased engagement, presence, and procedural task performance while reducing errors compared to PC-based interfaces, although neither VR nor gamification improved immediate knowledge acquisition (N=120).
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Key points
- VR interfaces significantly increased engagement, presence, and procedural task performance compared to PC interfaces.
- VR interfaces led to a reduction in errors during procedural tasks.
- Neither VR nor the specific gamification strategy significantly improved post-test knowledge scores over pre-test scores.
- Gamification enhanced engagement but did not impact knowledge or performance outcomes.
- Knowledge acquisition did not differ significantly across interface modalities or gamification conditions.
AI-generated from the title and abstract; the full text is not read.
Abstract
This study investigates the effects of interface modality (PC vs. VR) and gamification on learning and performance in a simulation-based training environment. A 2 × 2 factorial experiment (N = 120) was conducted to examine their effects on knowledge, engagement, presence, and procedural task performance. Changes in knowledge scores were analyzed using a linear mixed-effects model, while post-intervention outcomes were examined using two-way ANOVA. Descriptive results showed higher post-test knowledge scores than pre-test scores across all conditions, but the magnitude of improvement did not significantly differ by interface modality, gamification, or their interaction. In contrast, VR significantly increased engagement, presence, completion scores, and reduced errors, whereas the specific gamification configuration used in this study enhanced engagement only. These findings suggest that immersive design may have stronger effects on experiential and behavioral outcomes than on short-term declarative knowledge acquisition. The study demonstrates the potential of VR-based simulation for procedural and performance-oriented training while suggesting that conceptual learning may require additional instructional support beyond immersion and gamification.
The authors' abstract, as published at the source. Computers & Education X Reality, 2026 · DOI ↗
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Field: Developmental and Educational Psychology
Developmental and Educational PsychologyPsychology