Improving Collaborative Learning and Performance in Industrial Training: An Approach to Multiplayer Virtual Reality Serious Games
Resumo
Virtual Reality (VR) has become a key platform for serious games, especially in high-risk industries that require immersive and safe training. Although single-player simulations help with individual development, they are insufficient to develop team skills such as communication and coordination. This paper presents a multiplayer VR serious game that transforms individual training into a collaborative experience. The multiplayer approach improves both technical mastery and interpersonal skills, including cooperation and situational awareness. Research shows that this model increases engagement, satisfaction, and performance. By addressing challenges such as latency and social interaction, the study offers a more effective method for industrial training in virtual collaborative environments.Referências
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Van den Bossche, P., Gijselaers, W. H., Segers, M., and Kirschner, P. A. (2006). Social and cognitive factors driving teamwork in collaborative learning environments: Team learning beliefs and behaviors. Small Group Research, 37(5):490–521.
Wendel, V., Hertin, F., Göbel, S., and Steinmetz, R. (2010). Collaborative learning by means of multiplayer serious games. In Web-Based Learning, ICWL 2010, volume 6483 of Lecture Notes in Computer Science, pages 289–298. Springer Berlin Heidelberg.
Wouters, P., van Nimwegen, C., van Oostendorp, H., and van der Spek, E. D. (2013). A metaanalysis of the cognitive and motivational effects of serious games. Journal of Educational Psychology, 105(2):249–265.
Zyda, M. (2005). From visual simulation to virtual reality to games. Computer, 38(9):25–32.
Borges, L. F. M. R., Viana, P. H. P., de Oliveira, T. R., da S. Martins, T., Andreão, R. V., Schimidt, M., and Mestria, M. (2023). Evaluating virtual reality simulations for wheel loader inspection. In Proceedings of the 25th Symposium on Virtual and Augmented Reality (SVR ’23), pages 8–16, Rio Grande, RS, Brazil. Association for Computing Machinery.
Boyle, E. A., Hainey, T., Connolly, T. M., Gray, G., Earp, J., Ott, M., Lim, T., Ninaus, M., Ribeiro, C., and Pereira, J. (2016). An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games. Computers & Education, 94:178–192.
Graafland, M., Schijven, M. P., and Scherpbier, A. J. J. A. (2012). Systematic review of serious games for medical education and surgical skills training. British Journal of Surgery, 99(10):1322–1330.
Hamari, J., Shernoff, D. J., Rowe, E., Coller, B., Asbell-Clarke, J., and Edwards, T. (2016). Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning. Computers in Human Behavior, 54:170–179.
Hendrikx, M., Meijer, S., Van Der Velden, J., and Iosup, A. (2013). Procedural content generation for games: A survey. ACM Transactions on Multimedia Computing, Communications, and Applications (TOMM), 9(1):1–22.
Piispanen, N., Haavisto, E., Hublin, L., Ikonen, R., and Koivisto, J.-M. (2024). Nursing students’ perceptions of interaction in a multiplayer virtual reality simulation: A qualitative descriptive study. Nursing Open, 11:e2245.
Rogers, K., Karaosmanoglu, S., Wolf, D., Steinicke, F., and Nacke, L. E. (2021). A best-fit framework and systematic review of asymmetric gameplay in multiplayer virtual reality games. Frontiers in Virtual Reality, 2:694660.
Van den Bossche, P., Gijselaers, W. H., Segers, M., and Kirschner, P. A. (2006). Social and cognitive factors driving teamwork in collaborative learning environments: Team learning beliefs and behaviors. Small Group Research, 37(5):490–521.
Wendel, V., Hertin, F., Göbel, S., and Steinmetz, R. (2010). Collaborative learning by means of multiplayer serious games. In Web-Based Learning, ICWL 2010, volume 6483 of Lecture Notes in Computer Science, pages 289–298. Springer Berlin Heidelberg.
Wouters, P., van Nimwegen, C., van Oostendorp, H., and van der Spek, E. D. (2013). A metaanalysis of the cognitive and motivational effects of serious games. Journal of Educational Psychology, 105(2):249–265.
Zyda, M. (2005). From visual simulation to virtual reality to games. Computer, 38(9):25–32.
Publicado
30/09/2025
Como Citar
MIRANDA, Arthur Spinassé; FERREIRA, João Vitor Ladislau; LAZARINI, Thales Pinheiro; DE ANGELI NETO, Alexandre; NOVAIS, Matheus Gianordoli; ANDRÉÃO, Rodrigo Varejão; SCHMIDT, Marcelo Queiroz; MESTRIA, Mário.
Improving Collaborative Learning and Performance in Industrial Training: An Approach to Multiplayer Virtual Reality Serious Games. In: WORKSHOP DE TRABALHOS DE GRADUAÇÃO - SIMPÓSIO DE REALIDADE VIRTUAL E AUMENTADA (SVR), 27. , 2025, Salvador/BA.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2025
.
p. 76-80.
DOI: https://doi.org/10.5753/svr_estendido.2025.15382.
