Enhancing Critical Thinking and Engagement through Puzzle Box Integration in Virtual Reality-based Digital Game-Based Learning

Research output: Chapter in Book/Conference proceedingConference contributionpeer-review

Abstract

Conventional in-person teaching methods often restrict students' critical thinking capabilities as they adhere to rigid instructions for information acquisition. The COVID-19 pandemic has accelerated the need to explore innovative educational approaches, leading to a shift towards online education. This study focuses on digital game-based learning (DGBL), which leverages the immersive nature of games to enhance the digital learning experience. The research investigates the integration of puzzle boxes, a gamification strategy, within a virtual reality-based educational game designed for university students. The study aims to explore the design of DGBL using interconnected puzzles to develop cognitive abilities, assess the impact of puzzle boxes on learning experiences, and analyze the interactive design aspects of puzzles and puzzle boxes. Participant feedback revealed that although the puzzles presented a challenge, participants exhibited high motivation to engage with the game, perceiving it as engaging, creative, and innovative. The study highlights the potential of puzzle boxes in fostering reasoning and analytical skills, expanding the learning demands, and enhancing the overall learning experience. These findings contribute to the growing body of research on DGBL and offer valuable insights for educators and instructional designers seeking to incorporate interactive and immersive elements into their teaching methodologies.
Original languageEnglish
Title of host publicationIEEE TALE 2023
Place of PublicationAuckland, New Zealand
PublisherIEEE
Pages1-8
Number of pages8
ISBN (Electronic)9781665453318
ISBN (Print)9781665453325
Publication statusPublished - 29 Nov 2023

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