Enhancing Self-Learning in Higher Education with Virtual and Augmented Reality Role Games: Students’ Perceptions

Author:

Valladares Ríos Luis1,Acosta-Diaz Ricardo2ORCID,Santana-Mancilla Pedro C.2ORCID

Affiliation:

1. Higher Institute of Normal Education of the State of Colima (ISENCO), Colima 28040, Mexico

2. School of Telematics, Universidad de Colima, Colima 28040, Mexico

Abstract

This study investigates how virtual and augmented reality role games impact self-learning in higher education settings. A qualitative research–action approach that involved creating augmented reality micro-stories to encourage creativity and critical thinking was used. Through role-playing, students collaborated and gained a deeper understanding of the course, improving their self-learning abilities. The findings indicate that incorporating virtual and augmented reality into higher education positively affects self-learning, promoting active student engagement and meaningful learning experiences. Additionally, students perceive these immersive educational methods as bridging the gap between virtual and in-person learning environments, ultimately leading to enhanced educational results.

Publisher

MDPI AG

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