TY - JOUR
T1 - Learning Satisfaction in Virtual Reality
T2 - The Role of Persuasive Design
AU - Wiafe, Isaac
AU - Ekpezu, Akon Obu
AU - Gyamera, Gifty Oforiwaa
AU - Winful, Fiifi Baffoe Payin
AU - Atsakpo, Elikem Doe
AU - Nutrokpor, Charles
AU - Gulliver, Stephen R.
N1 - Publisher Copyright:
© 2024 Taylor & Francis Group, LLC.
PY - 2024
Y1 - 2024
N2 - Given the positive impact of virtual reality (VR) learning environments on students’ learning satisfaction, it is imperative to identify the key features within these environments that contribute to such satisfaction. This study examined how persuasive features enhance students’ learning satisfaction via psychological outcomes within a persuasive immersive virtual reality learning environment (IVRLE). Using partial least squares structural equation modeling (PLS-SEM), quantitative data obtained from 115 IVRLE users were analyzed. The results show that by leveraging persuasive features, such as unobtrusiveness, design aesthetics, primary task support, credibility support, dialog support, and perceived persuasiveness, educators can create immersive learning environments that effectively engage students cognitively and emotionally, thereby enhancing learning satisfaction. Among the direct determinants of students’ learning satisfaction, perceived enjoyment exhibited the strongest impact. These results underscore the relevance of designing VR learning environments as persuasive educational environments that shape learning behaviors and also caters to the psychological needs of students.
AB - Given the positive impact of virtual reality (VR) learning environments on students’ learning satisfaction, it is imperative to identify the key features within these environments that contribute to such satisfaction. This study examined how persuasive features enhance students’ learning satisfaction via psychological outcomes within a persuasive immersive virtual reality learning environment (IVRLE). Using partial least squares structural equation modeling (PLS-SEM), quantitative data obtained from 115 IVRLE users were analyzed. The results show that by leveraging persuasive features, such as unobtrusiveness, design aesthetics, primary task support, credibility support, dialog support, and perceived persuasiveness, educators can create immersive learning environments that effectively engage students cognitively and emotionally, thereby enhancing learning satisfaction. Among the direct determinants of students’ learning satisfaction, perceived enjoyment exhibited the strongest impact. These results underscore the relevance of designing VR learning environments as persuasive educational environments that shape learning behaviors and also caters to the psychological needs of students.
KW - educational technology
KW - immersive virtual reality
KW - learning behavior
KW - learning satisfaction
KW - Persuasive systems design
KW - Technology-Enhanced learning
UR - http://www.scopus.com/inward/record.url?scp=85212468927&partnerID=8YFLogxK
U2 - 10.1080/10447318.2024.2440205
DO - 10.1080/10447318.2024.2440205
M3 - Article
AN - SCOPUS:85212468927
SN - 1044-7318
JO - International Journal of Human-Computer Interaction
JF - International Journal of Human-Computer Interaction
ER -