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This study investigates the use of virtual reality in commercial vocational education by conducting an initial experimental study with the VR-based learning simulation "InGo", which compares the increase in learning achievement between VR and paper-based learning and explores other factors that influence the learning process. Although the results of the study indicated no significant difference between the two groups in terms of knowledge gains (pre-test and post-test), they confirmed the positive influence of VR on other factors that reinforce learning, such as engagement, flow experience, intrinsic motivation, immersion, presence, and positive emotions. These findings support previous research that indicates the high potential of VR-based learning for a more intense and emotional learning experience rather than for increased knowledge gains.