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. 2023 Feb 23;10(1):16. doi: 10.1186/s40561-023-00233-1

Table 7.

Instruments used to collect large data on iThinkSmart App

Constructs Code Sources Items
Goal Clarity GCL1 Fu et al. (2009), Fokides et al. (2019) Overall game goals were presented in the beginning of the game
GCL2 Overall game goals were presented clearly
GCL3 Intermediate goals were presented in the beginning of each scene
GCL4 Intermediate goals were presented clearly
Challenge CHA1 Fu et al. (2009) The challenge is adequate, neither too difficult nor too easy
CHA2 The game provides ‘‘hints” in text that help me overcome the challenges
CHA3 The game provides video or audio auxiliaries that help me overcome the challenges
CHA4 The difficulty of challenges increase as my skills improved
Feedback FB1 Fu et al. (2009), Fokides et al. (2019) I receive feedback on my progress in the game
FB2 I receive immediate feedback on my actions
FB3 I am notified of new tasks immediately
FB4 I am notified of new events immediately
FB5 I receive information on my success (or failure) of intermediate goals immediately
Immersion IMM1 Hamari et al., (2016), Makransky and Petersen (2019) I lost track of time while playing the VR application
IMM2 I became very involved in the VR application forgetting about other things
IMM3 I was involved in the VR application to the extent that I lost track of time
IMM4 I forget about time passing while playing the game
Adequacy of the learning contents/material ADQ1 Fokides et al. (2019) The good organization of the content helped me to be confident that I would learn this material
ADQ2 I could relate the content of this game to things I have seen, done, or thought about in my own life
Comprehension COMP1 Lee et al. (2010) The VR application made the comprehension of the topic easier
COMP2 The VR application made the memorization of the topic easier
Reflective thinking RFL1 Makransky and Petersen (2019) The VR application enabled me to reflect on how I learned
RFL2 The VR application enabled me to link new knowledge with previous knowledge and experiences
RFL3 The VR application enabled me to become a better learner
Interaction INT1 Bellur and Sundar (2017) I had the impression that I could be active in the virtual environment
INT2 I felt that the objects in the VR application could almost be touched
INT3 I felt the objects in the VR application were aware of my presence
INT4 When interacting with the virtual objects, these interactions seemed like real ones