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Area of Science:

  • Human-Computer Interaction
  • Educational Technology
  • Virtual Reality

Background:

  • The lostness measure, initially for hypertext systems, is applicable to Virtual Reality (VR) games.
  • Node-based VR locomotion mirrors hypertext exploration, making lostness relevant for assessing player disorientation.

Purpose of the Study:

  • To evaluate the effectiveness of global and local lostness measures in a VR educational game.
  • To determine if lostness measures predict learning outcomes in VR educational games.

Main Methods:

  • Two studies involving college students (14-18 years old) evaluated local and global lostness.
  • Multiple Linear Regression analyzed the relationship between lostness and post-game knowledge test performance.
  • In-game experience factors like engagement, cognitive interest, and presence were also assessed.

Main Results:

  • Local lostness significantly predicted performance on post-game knowledge tests in both studies.
  • Global lostness did not show a significant effect on learning outcomes.
  • Increased player presence in the VR game correlated with decreased learning.

Conclusions:

  • Local lostness is a valuable predictor of learning in VR educational games.
  • Cognitive overload may explain the inverse relationship between presence and learning.
  • Future research should explore adaptive game systems to minimize cognitive overload and enhance learning retention.