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Exploring the Effectiveness of VR-Based Educational Games in Improving Student Engagement and Comprehension in Computer Architecture

Journal of Applied Engineering and Technological Science (JAETS) · Vol. 6 No. 2 (2025) · pp. 1312–1323

DOI
10.37385/jaets.v6i2.7070
ISSN
2715-6079, 2715-6087
Published
2025-06-08
Publisher
Yayasan Riset dan Pengembangan Intelektual (YRPI)
Language
en

Abstract

This study examines the effectiveness of integrating VR-based educational games into the Computer Architecture Organization course to enhance students’ understanding, motivation, and overall learning experience. VR-based learning offers an immersive environment that allows students to engage interactively with complex computer architecture concepts, potentially bridging the gap between theoretical knowledge and practical application. Data were collected from 100 students through a post-test survey, focusing on three primary variables: student understanding, motivation, and effectiveness of VR games. Using Structural Equation Modeling (SEM) with SmartPLS, we analyzed the relationships among these variables. The findings indicate a significant positive effect of motivation and understanding on the perceived effectiveness of VR-based educational games, with motivation having a stronger impact. These results underscore the value of VR technology in enhancing student engagement and comprehension in technical education. This study suggests that VR gamification can be a valuable tool in modernizing educational practices, particularly in areas requiring high engagement and complex conceptual understanding.

Keywords

Collaboration network of the authors

40 authors · 93 co-authorship links · 1 across different organisations · showing the 40 most connected

Hover or tap a name to highlight its co-authors. Double-click to open the author's page.

  • Universitas Halu Oleo
  • Universitas Abdurahman Saleh Situbondo
  • Edith Cowan University
  • Universitas Negeri Padang
  • Affiliation unknown
  • Different organisations
  • Same organisation
  • Affiliation unknown
  • Thicker line = more joint articles · bigger circle = more articles
Show as table
Co-authorOrganisationJoint articles
Rahayu SusenoAffiliation unknown2
Surhaini SurhainiAffiliation unknown2
Koichi YamamotoAffiliation unknown2
Sigit SutiknoAffiliation unknown2
Muhamad YusaAffiliation unknown2
Ganefri GanefriUniversitas Negeri Padang2
Asrul HudaAffiliation unknown2
Sarman SarmanUniversitas Halu Oleo1
akhir sabri harahapAffiliation unknown1
Anis Tatik MaryaniAffiliation unknown1
Golda Marta JulianaAffiliation unknown1
Farid ArmandaAffiliation unknown1
Tiur HermawatiAffiliation unknown1
Budiyati IchwanAffiliation unknown1
Hema MaliniAffiliation unknown1
Wepit TriatiAffiliation unknown1
Nora Diah MestariAffiliation unknown1
A Muhammad Toha MiftahurridhoAffiliation unknown1
Irianto IriantoAffiliation unknown1
Lisani LisaniAffiliation unknown1
Fauziah FiardillaAffiliation unknown1
Emanauli EmanauliAffiliation unknown1
Zuli RodhiyahAffiliation unknown1
Nada Pirma SariAffiliation unknown1
Muhammad Hasyimsyah BatubaraAffiliation unknown1
Cut Dara Ilfa RahilaAffiliation unknown1
Ferry JieEdith Cowan University1
Indriyani IndriyaniUniversitas Abdurahman Saleh Situbondo1
Huda WazzanAffiliation unknown1
Devi YulianaAffiliation unknown1
Ibnu Mas'udAffiliation unknown1
Fuji HidayatAffiliation unknown1
Silmi AlfadriAffiliation unknown1

Affiliations come from OpenAlex; journal OAI-PMH metadata carries none. Authors without an OpenAlex ID are matched by name, which can merge or split people.

Metadata source: OAI-PMH (metadata jurnal) https://journal.yrpipku.com/index.php/jaets/oai, first harvested 9 Nov 2026, last seen 9 Nov 2026.
Original metadata (oai_dc)
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	<dc:title xml:lang="en">Exploring the Effectiveness of VR-Based Educational Games in Improving Student Engagement and Comprehension in Computer Architecture</dc:title>
	<dc:creator xml:lang="en">Irfan, Dedy</dc:creator>
	<dc:creator xml:lang="en">Herayono, Andhika</dc:creator>
	<dc:creator xml:lang="en">Ayu, Fitri</dc:creator>
	<dc:creator xml:lang="en">Rinaldi, Rinaldi</dc:creator>
	<dc:creator xml:lang="en">Syafar, Syafril</dc:creator>
	<dc:creator xml:lang="en">Edidas, Edidas</dc:creator>
	<dc:creator xml:lang="en">Hanesman, Hanesman</dc:creator>
	<dc:subject xml:lang="en">VR-based Educational Games</dc:subject>
	<dc:subject xml:lang="en">Student Motivation</dc:subject>
	<dc:subject xml:lang="en">Student Understanding</dc:subject>
	<dc:subject xml:lang="en">Learning Effectiveness</dc:subject>
	<dc:subject xml:lang="en">PLS-SEM</dc:subject>
	<dc:subject xml:lang="en">Computer Architecture Organization</dc:subject>
	<dc:description xml:lang="en">This study examines the effectiveness of integrating VR-based educational games into the Computer Architecture Organization course to enhance students’ understanding, motivation, and overall learning experience. VR-based learning offers an immersive environment that allows students to engage interactively with complex computer architecture concepts, potentially bridging the gap between theoretical knowledge and practical application. Data were collected from 100 students through a post-test survey, focusing on three primary variables: student understanding, motivation, and effectiveness of VR games. Using Structural Equation Modeling (SEM) with SmartPLS, we analyzed the relationships among these variables. The findings indicate a significant positive effect of motivation and understanding on the perceived effectiveness of VR-based educational games, with motivation having a stronger impact. These results underscore the value of VR technology in enhancing student engagement and comprehension in technical education. This study suggests that VR gamification can be a valuable tool in modernizing educational practices, particularly in areas requiring high engagement and complex conceptual understanding.</dc:description>
	<dc:publisher xml:lang="en">Yayasan Riset dan Pengembangan Intelektual (YRPI)</dc:publisher>
	<dc:date>2025-06-08</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.yrpipku.com/index.php/jaets/article/view/7070</dc:identifier>
	<dc:identifier>10.37385/jaets.v6i2.7070</dc:identifier>
	<dc:source xml:lang="en">Journal of Applied Engineering and Technological Science (JAETS); Vol. 6 No. 2 (2025): Journal of Applied Engineering and Technological Science (JAETS); 1312-1323</dc:source>
	<dc:source>2715-6079</dc:source>
	<dc:source>2715-6087</dc:source>
	<dc:source>10.37385/jaets.v6i2</dc:source>
	<dc:language>en</dc:language>
	<dc:relation>https://journal.yrpipku.com/index.php/jaets/article/view/7070/4523</dc:relation>
	<dc:rights xml:lang="en">Copyright (c) 2025 Dedy Irfan, Andhika Herayono, Fitri Ayu, Rinaldi Rinaldi, Syafril Syafar, Edidas Edidas, Hanesman Hanesman</dc:rights>
</oai_dc:dc>