EXPLORING THE EFFECTIVENESS OF VR-BASED EDUCATIONAL GAMES IN IMPROVING STUDENT ENGAGEMENT AND COMPREHENSION IN COMPUTER ARCHITECTURE

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Dedy Irfan, Andhika Herayono, Fitri Ayu, Rinaldi, Syafril Syafar, Edidas, Hanesman

2025 Journal of Applied Engineering and Technological Science Vol. 6 Issue 2 Article Cited by 0 Quartile

Abstract

Technical education requires innovative methods to teach complex concepts like computer architecture. This study aims to evaluate the impact of virtual reality (VR) educational games on student motivation and understanding in the Computer Architecture course. A post-test survey was conducted with 100 students, and data were analyzed using Structural Equation Modeling (SEM) with SmartPLS. Findings reveal that VR significantly enhances motivation (β = 0.465) and understanding (β = 0.287), with motivation being approximately 62% more influential in determining the perceived effectiveness of VR-based learning. These results indicate that VR gamification, when designed with motivational elements, can effectively modernize technical education and foster deeper engagement. © 2025, Intellectual Research and Development Education Foundation (YRPI). All rights reserved.

Affiliations

Department of Electronics Engineering, Universitas Negeri Padang, Air Tawar, Kota Padang, 25171, Indonesia; Sekolah Tinggi Teknologi Pekanbaru, Marpoyan Damai, Kota Pekanbaru, 28125, Indonesia