Learning Satisfaction in Virtual Reality: The Role of Persuasive Design
Wiafe, Isaac; Ekpezu, Akon Obu; Gyamera, Gifty Oforiwaa; Winful, Fiifi Baffoe Payin; Atsakpo, Elikem Doe; Nutrokpor, Charles; Gulliver, Stephen R. (2024-12-20)
Wiafe, Isaac
Ekpezu, Akon Obu
Gyamera, Gifty Oforiwaa
Winful, Fiifi Baffoe Payin
Atsakpo, Elikem Doe
Nutrokpor, Charles
Gulliver, Stephen R.
Taylor & Francis
20.12.2024
Wiafe, I., Ekpezu, A. O., Gyamera, G. O., Winful, F. B. P., Atsakpo, E. D., Nutrokpor, C., & Gulliver, S. R. (2024). Learning Satisfaction in Virtual Reality: The Role of Persuasive Design. International Journal of Human–Computer Interaction, 1–17. https://doi.org/10.1080/10447318.2024.2440205
https://creativecommons.org/licenses/by-nc/4.0/
This is an Accepted Manuscript version of the following article, accepted for publication in International journal of human-computer interaction. Wiafe, I., Ekpezu, A. O., Gyamera, G. O., Winful, F. B. P., Atsakpo, E. D., Nutrokpor, C., & Gulliver, S. R. (2024). Learning Satisfaction in Virtual Reality: The Role of Persuasive Design. International Journal of Human–Computer Interaction, 1–17. https://doi.org/10.1080/10447318.2024.2440205. It is deposited under the terms of the Creative Commons Attribution-NonCommercial License (http://creativecommons.org/licenses/by-nc/4.0/), which permits non-commercial re-use, distribution, and reproduction in any medium, provided the original work is properly cited.
https://creativecommons.org/licenses/by-nc/4.0/
This is an Accepted Manuscript version of the following article, accepted for publication in International journal of human-computer interaction. Wiafe, I., Ekpezu, A. O., Gyamera, G. O., Winful, F. B. P., Atsakpo, E. D., Nutrokpor, C., & Gulliver, S. R. (2024). Learning Satisfaction in Virtual Reality: The Role of Persuasive Design. International Journal of Human–Computer Interaction, 1–17. https://doi.org/10.1080/10447318.2024.2440205. It is deposited under the terms of the Creative Commons Attribution-NonCommercial License (http://creativecommons.org/licenses/by-nc/4.0/), which permits non-commercial re-use, distribution, and reproduction in any medium, provided the original work is properly cited.
https://creativecommons.org/licenses/by-nc/4.0/
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:oulu-202504022354
https://urn.fi/URN:NBN:fi:oulu-202504022354
Tiivistelmä
Abstract
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.
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.
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