Intelligent Game-Based Situated Learning in Immersive Virtual Environment to Enhance Digital Safety Skills
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| Title: | Intelligent Game-Based Situated Learning in Immersive Virtual Environment to Enhance Digital Safety Skills |
|---|---|
| Language: | English |
| Authors: | Nongluk Weerasiri, Kanitta Hinon, Panita Wannapiroon |
| Source: | Higher Education Studies. 2026 16(1):371-382. |
| Availability: | Canadian Center of Science and Education. 1595 Sixteenth Ave Suite 301, Richmond Hill, Ontario, L4B 3N9 Canada. Tel: 416-642-2606; Fax: 416-642-2608; e-mail: hes@ccsenet.org; Web site: http://www.ccsenet.org/journal/index.php/hes |
| Peer Reviewed: | Y |
| Page Count: | 12 |
| Publication Date: | 2026 |
| Document Type: | Journal Articles Reports - Research |
| Education Level: | Higher Education Postsecondary Education |
| Descriptors: | Game Based Learning, Computer Simulation, Safety, Educational Games, Program Effectiveness, Models, College Students, Educational Technology, Computer Uses in Education, Foreign Countries |
| Geographic Terms: | Thailand |
| ISSN: | 1925-4741 1925-475X |
| Abstract: | The Intelligent Game-Based Situated Learning in Immersive Virtual Environment to Enhance Digital Safety Skills model is a conceptual framework developed to support the design of situation-based learning using intelligent game mechanisms within immersive virtual environments to strengthen learners' digital safety skills. The research process for developing this intelligent game-based situated learning model consists of five steps: (1) learning initiation, in which instructors introduce the immersive virtual learning environment and explain the rules and regulations of the intelligent game; (2) situated engagement, where learners encounter learning scenarios through the intelligent game within an immersive virtual platform; (3) analysis and problem-solving, whereby learners analyze and resolve the situations embedded in the intelligent game; (4) reflection and knowledge sharing, with learners reflecting on their approaches to solving digital safety problems after gameplay and exchange their insights with peers; and (5) assessment and evaluation, by which instructors assess learners' digital safety skills based on the achievement test aligned with the intelligent game content. This study serves as an initial investigation, and the evaluation results indicated that the overall suitability of the developed model was deemed to be at the highest level (Mean = 4.64, SD = 0.51). Through a systematic literature review and prototype conceptual framework development, the findings affirm that the model comprises complete and appropriate components for guiding the design of intelligent game-based situated learning platforms in immersive virtual environments and can effectively enhance learners' digital safety skills. The conceptual framework developed in this study is intended to serve as a foundation for subsequent prototype design and empirical effectiveness testing to further validate the model's impact on improving learners' digital safety competencies. |
| Abstractor: | As Provided |
| Entry Date: | 2026 |
| Accession Number: | EJ1505462 |
| Database: | ERIC |
| FullText | Text: Availability: 0 CustomLinks: – Url: https://eric.ed.gov/contentdelivery/servlet/ERICServlet?accno=EJ1505462 Name: ERIC Full Text Category: fullText Text: Full Text from ERIC |
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| Header | DbId: eric DbLabel: ERIC An: EJ1505462 AccessLevel: 3 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
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| Items | – Name: Title Label: Title Group: Ti Data: Intelligent Game-Based Situated Learning in Immersive Virtual Environment to Enhance Digital Safety Skills – Name: Language Label: Language Group: Lang Data: English – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Nongluk+Weerasiri%22">Nongluk Weerasiri</searchLink><br /><searchLink fieldCode="AR" term="%22Kanitta+Hinon%22">Kanitta Hinon</searchLink><br /><searchLink fieldCode="AR" term="%22Panita+Wannapiroon%22">Panita Wannapiroon</searchLink> – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="SO" term="%22Higher+Education+Studies%22"><i>Higher Education Studies</i></searchLink>. 2026 16(1):371-382. – Name: Avail Label: Availability Group: Avail Data: Canadian Center of Science and Education. 1595 Sixteenth Ave Suite 301, Richmond Hill, Ontario, L4B 3N9 Canada. Tel: 416-642-2606; Fax: 416-642-2608; e-mail: hes@ccsenet.org; Web site: http://www.ccsenet.org/journal/index.php/hes – Name: PeerReviewed Label: Peer Reviewed Group: SrcInfo Data: Y – Name: Pages Label: Page Count Group: Src Data: 12 – Name: DatePubCY Label: Publication Date Group: Date Data: 2026 – Name: TypeDocument Label: Document Type Group: TypDoc Data: Journal Articles<br />Reports - Research – Name: Audience Label: Education Level Group: Audnce Data: <searchLink fieldCode="EL" term="%22Higher+Education%22">Higher Education</searchLink><br /><searchLink fieldCode="EL" term="%22Postsecondary+Education%22">Postsecondary Education</searchLink> – Name: Subject Label: Descriptors Group: Su Data: <searchLink fieldCode="DE" term="%22Game+Based+Learning%22">Game Based Learning</searchLink><br /><searchLink fieldCode="DE" term="%22Computer+Simulation%22">Computer Simulation</searchLink><br /><searchLink fieldCode="DE" term="%22Safety%22">Safety</searchLink><br /><searchLink fieldCode="DE" term="%22Educational+Games%22">Educational Games</searchLink><br /><searchLink fieldCode="DE" term="%22Program+Effectiveness%22">Program Effectiveness</searchLink><br /><searchLink fieldCode="DE" term="%22Models%22">Models</searchLink><br /><searchLink fieldCode="DE" term="%22College+Students%22">College Students</searchLink><br /><searchLink fieldCode="DE" term="%22Educational+Technology%22">Educational Technology</searchLink><br /><searchLink fieldCode="DE" term="%22Computer+Uses+in+Education%22">Computer Uses in Education</searchLink><br /><searchLink fieldCode="DE" term="%22Foreign+Countries%22">Foreign Countries</searchLink> – Name: Subject Label: Geographic Terms Group: Su Data: <searchLink fieldCode="DE" term="%22Thailand%22">Thailand</searchLink> – Name: ISSN Label: ISSN Group: ISSN Data: 1925-4741<br />1925-475X – Name: Abstract Label: Abstract Group: Ab Data: The Intelligent Game-Based Situated Learning in Immersive Virtual Environment to Enhance Digital Safety Skills model is a conceptual framework developed to support the design of situation-based learning using intelligent game mechanisms within immersive virtual environments to strengthen learners' digital safety skills. The research process for developing this intelligent game-based situated learning model consists of five steps: (1) learning initiation, in which instructors introduce the immersive virtual learning environment and explain the rules and regulations of the intelligent game; (2) situated engagement, where learners encounter learning scenarios through the intelligent game within an immersive virtual platform; (3) analysis and problem-solving, whereby learners analyze and resolve the situations embedded in the intelligent game; (4) reflection and knowledge sharing, with learners reflecting on their approaches to solving digital safety problems after gameplay and exchange their insights with peers; and (5) assessment and evaluation, by which instructors assess learners' digital safety skills based on the achievement test aligned with the intelligent game content. This study serves as an initial investigation, and the evaluation results indicated that the overall suitability of the developed model was deemed to be at the highest level (Mean = 4.64, SD = 0.51). Through a systematic literature review and prototype conceptual framework development, the findings affirm that the model comprises complete and appropriate components for guiding the design of intelligent game-based situated learning platforms in immersive virtual environments and can effectively enhance learners' digital safety skills. The conceptual framework developed in this study is intended to serve as a foundation for subsequent prototype design and empirical effectiveness testing to further validate the model's impact on improving learners' digital safety competencies. – Name: AbstractInfo Label: Abstractor Group: Ab Data: As Provided – Name: DateEntry Label: Entry Date Group: Date Data: 2026 – Name: AN Label: Accession Number Group: ID Data: EJ1505462 |
| PLink | https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=eric&AN=EJ1505462 |
| RecordInfo | BibRecord: BibEntity: Languages: – Text: English PhysicalDescription: Pagination: PageCount: 12 StartPage: 371 Subjects: – SubjectFull: Game Based Learning Type: general – SubjectFull: Computer Simulation Type: general – SubjectFull: Safety Type: general – SubjectFull: Educational Games Type: general – SubjectFull: Program Effectiveness Type: general – SubjectFull: Models Type: general – SubjectFull: College Students Type: general – SubjectFull: Educational Technology Type: general – SubjectFull: Computer Uses in Education Type: general – SubjectFull: Foreign Countries Type: general – SubjectFull: Thailand Type: general Titles: – TitleFull: Intelligent Game-Based Situated Learning in Immersive Virtual Environment to Enhance Digital Safety Skills Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Nongluk Weerasiri – PersonEntity: Name: NameFull: Kanitta Hinon – PersonEntity: Name: NameFull: Panita Wannapiroon IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 01 Type: published Y: 2026 Identifiers: – Type: issn-print Value: 1925-4741 – Type: issn-electronic Value: 1925-475X Numbering: – Type: volume Value: 16 – Type: issue Value: 1 Titles: – TitleFull: Higher Education Studies Type: main |
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