Training Conversational Skills Using a VR Game: Effect of Immersion

In Dutch special education, less than half of the students achieve the desired target level for conversational skills. A VR barrier game can contribute to additional practice opportunities: players cannot see each other's actions, making the exchange of information (EoI) necessary to achieve t...

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Main Authors: Rianne de Wit, Hugo Huurdeman
Format: Article
Language:English
Published: Serious Games Society 2025-05-01
Series:International Journal of Serious Games
Subjects:
Online Access:https://journal.seriousgamessociety.org/index.php/IJSG/article/view/925
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author Rianne de Wit
Hugo Huurdeman
author_facet Rianne de Wit
Hugo Huurdeman
author_sort Rianne de Wit
collection DOAJ
description In Dutch special education, less than half of the students achieve the desired target level for conversational skills. A VR barrier game can contribute to additional practice opportunities: players cannot see each other's actions, making the exchange of information (EoI) necessary to achieve the game’s goal. The purpose of this Educational Design Research study was to design and evaluate a digital barrier game for training conversational skills, in which players practice giving, receiving and clarifying information. The main research question was: "What is the difference between the immersive and the non-immersive version of a VR barrier game in terms of perceived efficiency, user satisfaction, and effectiveness in inducing EoI among special education students aged 9 to 13?” This within-subjects study involved 38 participants. Scores were above average in both the immersive and non-immersive conditions for efficiency (SUS score 72.30 and 69.47, respectively) and satisfaction (IMI score 5.80 and 5.44). The differences were not significant. In terms of effectiveness, both conditions elicited many EoI-oriented utterances (6.33 and 6.47 per minute, respectively), which were analyzed using a smaller sample size (n=26). In this paper, we address the lack of previous studies on training conversational skills and using VR in first language learning. The main takeaway is that immersion was not identified as a key factor influencing engagement in special education students completing a game-based task. Although it was not directly the goal of the study, the results suggest that the evaluated VR barrier game is potentially suitable for creating additional practice opportunities for EoI in special schools.
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spelling doaj-art-76ebbb91c8094e5a9ca2aa68c4a481022025-08-20T02:33:16ZengSerious Games SocietyInternational Journal of Serious Games2384-87662025-05-0112210.17083/ijsg.v12i2.925Training Conversational Skills Using a VR Game: Effect of ImmersionRianne de Wit0https://orcid.org/0009-0007-0285-1721Hugo Huurdeman1https://orcid.org/0000-0002-3027-9597Windesheim University of Applied SciencesUniversity of Amsterdam / Open Universiteit In Dutch special education, less than half of the students achieve the desired target level for conversational skills. A VR barrier game can contribute to additional practice opportunities: players cannot see each other's actions, making the exchange of information (EoI) necessary to achieve the game’s goal. The purpose of this Educational Design Research study was to design and evaluate a digital barrier game for training conversational skills, in which players practice giving, receiving and clarifying information. The main research question was: "What is the difference between the immersive and the non-immersive version of a VR barrier game in terms of perceived efficiency, user satisfaction, and effectiveness in inducing EoI among special education students aged 9 to 13?” This within-subjects study involved 38 participants. Scores were above average in both the immersive and non-immersive conditions for efficiency (SUS score 72.30 and 69.47, respectively) and satisfaction (IMI score 5.80 and 5.44). The differences were not significant. In terms of effectiveness, both conditions elicited many EoI-oriented utterances (6.33 and 6.47 per minute, respectively), which were analyzed using a smaller sample size (n=26). In this paper, we address the lack of previous studies on training conversational skills and using VR in first language learning. The main takeaway is that immersion was not identified as a key factor influencing engagement in special education students completing a game-based task. Although it was not directly the goal of the study, the results suggest that the evaluated VR barrier game is potentially suitable for creating additional practice opportunities for EoI in special schools. https://journal.seriousgamessociety.org/index.php/IJSG/article/view/925virtual realityimmersionbarrier gameConversation skillsSpecial EducationPrimary Education
spellingShingle Rianne de Wit
Hugo Huurdeman
Training Conversational Skills Using a VR Game: Effect of Immersion
International Journal of Serious Games
virtual reality
immersion
barrier game
Conversation skills
Special Education
Primary Education
title Training Conversational Skills Using a VR Game: Effect of Immersion
title_full Training Conversational Skills Using a VR Game: Effect of Immersion
title_fullStr Training Conversational Skills Using a VR Game: Effect of Immersion
title_full_unstemmed Training Conversational Skills Using a VR Game: Effect of Immersion
title_short Training Conversational Skills Using a VR Game: Effect of Immersion
title_sort training conversational skills using a vr game effect of immersion
topic virtual reality
immersion
barrier game
Conversation skills
Special Education
Primary Education
url https://journal.seriousgamessociety.org/index.php/IJSG/article/view/925
work_keys_str_mv AT riannedewit trainingconversationalskillsusingavrgameeffectofimmersion
AT hugohuurdeman trainingconversationalskillsusingavrgameeffectofimmersion