Virtual Reality Simulation Game for Economics Students: Usability Evaluation
Articles
Alona Makeieva
Vilnius University of Applied Sciences
Svetlana Kubilinskienė
Vilnius University of Applied Sciences
Published 2025-05-12
https://doi.org/10.15388/LMITT.2025.16
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Keywords

Virtual reality
Usability
Virtual education
VR-simulation game
High education

How to Cite

Makeieva, A. and Kubilinskienė, S. (2025) “Virtual Reality Simulation Game for Economics Students: Usability Evaluation”, Vilnius University Open Series, pp. 130–141. doi:10.15388/LMITT.2025.16.

Abstract

This paper presents experiences in the development and usability evaluation of the Erasmus+ project VR-based simulation tools content for developing economics students’ critical thinking, communication, collaboration and creativity skills. The study involved 91 students from 3 countries. The research methodology to determine the relevance of the contentis is based on applying participant method (namely, Event diaries), were Keller‘s ARCS (attention, relevance, confidence, and satisfaction) motivational design model was used as a guiding strategy. In this study content usability: Relevance scored highest (3.64 out of 5), followed by confidence (3.37 out of 5), attention (3.5 out of 5), and content satisfaction (3.04 out of 5).

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This work is licensed under a Creative Commons Attribution 4.0 International License.

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