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Collaboration in a Virtual Reality Serious Escape Room in the Metaverse Improves Academic Performance and Learners’ Experiences

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  • Antonia-Maria Pazakou

    (Department of Computer Science, Democritus University of Thrace, 65404 Kavala, Greece)

  • Stylianos Mystakidis

    (Department of Computer Science, Democritus University of Thrace, 65404 Kavala, Greece
    School of Natural Sciences, University of Patras, 26504 Rion, Greece)

  • Ioannis Kazanidis

    (Department of Computer Science, Democritus University of Thrace, 65404 Kavala, Greece)

Abstract

The evolving potential of virtual reality and the Metaverse to create immersive, engaging learning experiences and of digital escape room games to provide opportunities for active, autonomous, personalised learning has brought both to the forefront for educators seeking to transform traditional educational settings. This study investigated the impact of collaboration within a virtual reality serious escape room game in the Metaverse that was designed for English as a Foreign Language (EFL) learners to explore how this approach influences their academic performance and overall learning experience. A comparative research approach was adopted using twenty (n = 20) adult learners divided into two equal-sized groups; the experimental group completed the virtual reality escape room in pairs, while the control group completed it individually. Mixed methods were employed, utilising a pre- and post-test to measure academic performance, as well as a questionnaire and two focus groups to evaluate participants’ learning experiences. Results indicated a trend of learners working collaboratively showing better learning outcomes and experience, offering valuable insights regarding the integration of serious Metaverse games in language-focused educational contexts.

Suggested Citation

  • Antonia-Maria Pazakou & Stylianos Mystakidis & Ioannis Kazanidis, 2025. "Collaboration in a Virtual Reality Serious Escape Room in the Metaverse Improves Academic Performance and Learners’ Experiences," Future Internet, MDPI, vol. 17(1), pages 1-23, January.
  • Handle: RePEc:gam:jftint:v:17:y:2025:i:1:p:21-:d:1561289
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    References listed on IDEAS

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    1. Agoritsa Makri & Dimitrios Vlachopoulos & Richard A. Martina, 2021. "Digital Escape Rooms as Innovative Pedagogical Tools in Education: A Systematic Literature Review," Sustainability, MDPI, vol. 13(8), pages 1-29, April.
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