Main Article Content


This paper develops a virtual reality education system for mobile devices through mobile virtual reality technology with virtual reality glasses. The purpose of this study was to investigate the impact of mobile Virtual interactive e-learning environment on 3D operating system course learning motivation. The paper aims to increase students’ interest and enhance their learning motivation for understanding CPU process scheduling algorithms in an operating systems course. A total of 110 students from the department of computer sciences at Sadat Academy were invited to participate. A 5-point scale was adopted based on the ARCS model to stimulate learning to collect student data. A one-way analysis of variance (ANOVA) was performed to assess if the apparent difference was significant. Perform a data factor analysis to determine the appropriate factor (p = 0.000 < 0.05). The results show that mobile virtual reality game-based learning is an effective pedagogical tool for operating systems education, and it can promote students’ motivation and interest in learning 3D animation.


e-Learning Game-based learning Mobile Learning Learning Motivation Operating systems

Article Details

How to Cite
Ahmad AbdelAziz, M., M. ElBakry, H., Mohamed Riad, A. E.-D., & Badr Senouy, M. (2020). The impact of using virtual reality on student’s motivation for operating systems course learning . Journal of E-Learning and Knowledge Society, 16(2), 25-33.


  1. Abdelaziz, M. A., Alaa El Din, M., & Senousy, M. B. (2014). Challenges and issues in building virtual reality-based e-learning system. International Journal of e-Education, e-Business, e-Management and e-Learning, 4(4), 320.‏
  2. Abdelaziz, Marwa Ahmad, Alaa El-Din Mohamed Riad, Mohammad Badr Senousy, and Hazem M. M. El-Bakry. (2019). "Development of Virtual Reality Game-based Learning for Operating Systems Education." The International Journal of Technologies in Learning 26 (1): 57-76. doi:10.18848/2327-0144/CGP/v26i01/57-76.
  3. Bixler, B. (2006). Motivation and its relationship to the design of educational games. NMC. Cleveland, Ohio. Retrieved, 10(07).
  4. Braga, P. H. C. (2019). Game Concepts in Learning and Teaching Process. In Handbook of Research on Immersive Digital Games in Educational Environments (pp. 1-34). IGI Global.
  5. Cruz, S., A. Carvalho, and I. Araújo. (2017). A Game for Learning History on Mobile Devices. Education and Information Technologies 22 (2):515–31.
  6. Huang, B., & Hew, K. F. T. (2016). Measuring learners’ motivation level in massive open online courses. International Journal of Information and Education Technology.‏
  7. Jong, B. S., Lai, C. H., Hsia, Y. T., Lin, T. W., & Lu, C. Y. (2012). Using game-based cooperative learning to improve learning motivation: A study of online game use in an operating systems course. IEEE Transactions on Education, 56(2), 183-190.
  8. Keller, J. M. (2010). Motivational design for learning and performance: The ARCS model approach. Springer Science & Business Media.
  9. Li, K., & Keller, J. M. (2018). Use of the ARCS model in education: A literature review. Computers & Education, 122, 54-62.
  10. Linowes, J., & Schoen, M. (2016). Cardboard VR Projects for Android. Packt Publishing Ltd.
  11. Pallavicini, F., Morganti, L., Diana, B., Realdon, O., Zurloni, V., & Mantovani, F. (2018). Mobile virtual reality to enhance subjective well-being. In Encyclopedia of Information Science and Technology, Fourth Edition (pp. 6223-6233). IGI Global.
  12. Sternig, C., Spitzer, M., & Ebner, M. (2018). Learning in a Virtual Environment: Implementation and Evaluation of a VR Math-Game. In Virtual and Augmented Reality: Concepts, Methodologies, Tools, and Applications (pp. 1288-1312). IGI Global.
  13. Vergara, D., Rubio, M., & Lorenzo, M. (2017). On the design of virtual reality learning environments in engineering. Multimodal technologies and interaction, 1(2), 11.
  14. Violante, M. G., & Vezzetti, E. (2015). Virtual interactive e‐learning application: An evaluation of the student satisfaction. Computer Applications in Engineering Education, 23(1), 72-91.
  15. ‏Wu, T. T. (2018). Improving the effectiveness of English vocabulary review by integrating ARCS with mobile game‐based learning. Journal of Computer Assisted Learning, 34(3), 315-323.