The Impact of Presence on Learning Transfer Intention in Virtual Reality Simulation Game
DC Field | Value | Language |
---|---|---|
dc.contributor.author | Choi, Doo-Hun | - |
dc.contributor.author | Noh, Ghee-Young | - |
dc.date.accessioned | 2023-06-16T00:40:26Z | - |
dc.date.available | 2023-06-16T00:40:26Z | - |
dc.date.created | 2023-06-16 | - |
dc.date.issued | 2021-07 | - |
dc.identifier.issn | 2158-2440 | - |
dc.identifier.uri | https://scholarworks.bwise.kr/gachon/handle/2020.sw.gachon/88093 | - |
dc.description.abstract | The three-dimensional (3D) virtual reality content is widely used for educational and training purposes, and there has been interest in how virtual reality environments influence users' learning effect. Analyzing survey data collected from a game play, this study examined how presence in a 3D virtual reality car driving simulation game impacts players' learning transfer intention through flow, arousal, and enjoyment. Using structural equation modeling, the results showed that presence was positively associated with flow and arousal, which in turn contributed to an increase in enjoyment of the game. The enjoyment played a significant role in elevating the players' learning transfer intention. These results provide an understanding of the psychological mechanisms behind the impact of presence on learning transfer intention in a 3D virtual reality driving simulation game. Limitations and implications of the study are discussed in greater detail. | - |
dc.language | 영어 | - |
dc.language.iso | en | - |
dc.publisher | SAGE PUBLICATIONS INC | - |
dc.relation.isPartOf | SAGE OPEN | - |
dc.title | The Impact of Presence on Learning Transfer Intention in Virtual Reality Simulation Game | - |
dc.type | Article | - |
dc.type.rims | ART | - |
dc.description.journalClass | 1 | - |
dc.identifier.wosid | 000708698200001 | - |
dc.identifier.doi | 10.1177/21582440211032178 | - |
dc.identifier.bibliographicCitation | SAGE OPEN, v.11, no.3 | - |
dc.description.isOpenAccess | Y | - |
dc.identifier.scopusid | 2-s2.0-85112218564 | - |
dc.citation.title | SAGE OPEN | - |
dc.citation.volume | 11 | - |
dc.citation.number | 3 | - |
dc.contributor.affiliatedAuthor | Choi, Doo-Hun | - |
dc.type.docType | Article | - |
dc.subject.keywordAuthor | virtual reality | - |
dc.subject.keywordAuthor | presence | - |
dc.subject.keywordAuthor | flow | - |
dc.subject.keywordAuthor | arousal | - |
dc.subject.keywordAuthor | enjoyment | - |
dc.subject.keywordAuthor | learning transfer | - |
dc.subject.keywordPlus | ONLINE GAMES | - |
dc.subject.keywordPlus | ENJOYMENT | - |
dc.subject.keywordPlus | VIDEO | - |
dc.subject.keywordPlus | BEHAVIOR | - |
dc.subject.keywordPlus | ENVIRONMENTS | - |
dc.subject.keywordPlus | PERFORMANCE | - |
dc.subject.keywordPlus | EXPERIENCE | - |
dc.subject.keywordPlus | FLOW | - |
dc.subject.keywordPlus | OUTCOMES | - |
dc.subject.keywordPlus | SENSE | - |
dc.relation.journalResearchArea | Social Sciences - Other Topics | - |
dc.relation.journalWebOfScienceCategory | Social Sciences, Interdisciplinary | - |
dc.description.journalRegisteredClass | ssci | - |
dc.description.journalRegisteredClass | scopus | - |
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