On the Motivation and Attractiveness Scope of the Virtual Reality User Interface of an Educational Game

Software games are very popular among children and adolescents and thus they have often been used in educational software research projects to increase motivation of students. However, before educational software games are designed to be targeted to real classroom students there are many questions to be answered concerning the scope of motivation and attractiveness of these games. This paper investigates the extent to which learning can be combined with pleasure and vice versa so that the end users of an educational virtual reality game may gain an enjoyable learning experience. For this reason the likeability of an educational virtual reality game interface has been evaluated both in the school environment and in the home environment of student-users.