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Differences in scores obtained in group D.

Differences in scores obtained in group D.

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Introduction This study explores the potential of technology, metacognition, and game-based learning to improve reading literacy in upper secondary school students. The focus is on the Lëttëra educational innovation, a web-based platform that uses game-based learning and technology to develop reading literacy. Methods This is a quantitative, explo...

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... VR has been shown to positively impact student motivation. The incorporation of advanced technologies has consistently been found to increase motivation in learning [19][20][21][22]. In a study conducted with pre-service teachers in higher education, participants used an application to recreate 3D city scenarios and reconstruct historical sites [23]. ...
... Designing applications that allow students to manipulate virtual objects, experiment with different problem-solving strategies, and receive personalized feedback can help build confidence by giving them a sense of agency and control over their learning process [4]. Teachers can foster a positive learning culture by providing encouragement and constructive feedback, creating opportunities for peer collaboration and valuing effort and perseverance alongside success [20,22]. It is crucial to design experiences that enable students to develop a deep understanding of the content, believe in their abilities, and approach learning with confidence and enthusiasm. ...
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This study examines the impact of virtual reality (VR) on student motivation in education, emphasizing its potential to create immersive learning environments that enhance engagement and learning outcomes. By adopting a quantitative approach, the research investigates the motivational effects of two VR applications among 52 high school students in Mexico, exploring variations in motivation across four dimensions—attention, relevance, satisfaction, and confidence—and assessing gender-based differences. Results indicate improvements in all dimensions, particularly in attention and satisfaction, which are crucial for intrinsic motivation. Female students showed superior results in all dimensions, suggesting gender-specific impacts. The study underscores VR’s role in fostering motivation and offers practical recommendations for integrating VR technology in educational settings to maximize their benefits for student engagement and motivation. Possible limitations that should be considered to optimize its use are also identified. This research aims to provide valuable guidance for educators, researchers, and educational institutions seeking to harness VR technology for improved engagement and motivation in education.