Verification of a VR Play Program’s Effects on Young Children’s Playfulness
Abstract
1. Introduction
2. Theoretical Background
2.1. VR
2.2. Playfulness
3. Research Method
3.1. Research Hypotheses
3.2. Research Design
3.2.1. Measurement Items for Playfulness
3.2.2. Solomon Four-Group Experimental Design
3.2.3. Statistical Analysis of the Solomon Four-Group Experimental Design
3.3. Participants
3.4. VR Equipment
3.5. Research Procedure
4. Findings
4.1. Playfulness Hypothesis Test
4.2. Experimental Effect Analysis Using Solomon Four-Group Design
4.2.1. Difference Between Pre and Post-Test Scores in Experimental Group I
4.2.2. Difference Between Pre and Post-Test Scores in Control Group I
4.2.3. Difference Between Pre and Post-Test Scores in Experimental Group II
4.2.4. Difference Between Pre and Post-Test Scores in Control Group II
4.2.5. Pure Experimental Effect
4.2.6. Pretest Effect and Interaction Effect
5. Conclusions
5.1. Research Findings and Implications
5.2. Limitations
5.3. Future Research
Author Contributions
Funding
Conflicts of Interest
References
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Test Area | Operational Definition | Related Research | |
---|---|---|---|
Playfulness | Physical Spontaneity | A tendency to actively move the body during play, exhibiting good coordination among body parts and enjoying dynamic movement. | [43,47,50,57,59,60,61,62,63] |
Social Spontaneity | A tendency to be cooperative during play, to make friends easily, to respond positively to peers’ approaches, and to share toys. | ||
Cognitive Spontaneity | A tendency to flexibly use toys during play, to take initiative, to perform various roles, and to engage in creative behaviors. | ||
Expression of Enjoyment | A tendency to freely express enjoyment, happiness, satisfaction, enthusiasm, monologs, boasting, and smiles during play. | ||
Sense of Humor | A tendency to tell funny stories, be playful, act silly, and laugh easily at humorous situations. |
Test Area | Measurement Items | Number of Questions | Cronbach’s α |
---|---|---|---|
Physical Spontaneity | 1. The child demonstrates good coordination between different body parts during play activities. 2. The child moves their body actively during play. 3. The child prefers active play over sedentary play. 4. The child moves a lot during play (e.g., jumps around, runs around). | 4 | 0.842 |
Social Spontaneity | 5. The child responds easily to other children’s approach during play. 6. The child plays cooperatively with other children. 7. The child shares toys and plays with others. 8. The child tries to get along with other children. 9. The child makes friends easily. | 5 | 0.853 |
Cognitive Spontaneity | 10. The child tends to take the lead when playing with others. 11. The child tries to take on the leader role during play. 12. The child creates their own unique play methods. 13. The child uses objects freely and creatively without being constrained. 14. The child tries out a variety of character roles during play. 20. The child sings or talks while playing. | 6 | 0.895 |
Expression of Enjoyment | 15. The child does not insist on doing only one activity but changes activities. 16. The child seems to enjoy play. 17. The child appears energetic during play. 18. The child is deeply engaged in play. 19. The child expresses emotions freely during play. | 5 | 0.846 |
Sense of Humor | 21. The child enjoys telling funny stories with other children. 22. The child is playful during play. 23. The child tells amusing stories well. 24. The child laughs easily at funny or silly stories. 25. The child likes to act playfully or comically during play. | 5 | 0.858 |
Total | 25 | 0.859 |
Group | Age | Gender | N | ||
---|---|---|---|---|---|
4 | 5 | Male | Female | ||
Experimental Group I | 15 | 15 | 17 | 13 | 30 |
Experimental Group II | 15 | 15 | 11 | 19 | 30 |
Control Group I | 15 | 15 | 16 | 14 | 30 |
Control Group II | 15 | 15 | 14 | 16 | 30 |
Sensebox | Kinect, IR camera (for infrared detection), speakers (Microsoft, Redmond, WA, USA) |
Server PC | Windows 10 Pro—Intel Core i5 processor, 8 GB RAM, 128 GB (Microsoft, Redmond, WA, USA) |
Beam projector | Panasonic VX610 5500 ANSI lumens (Panasonic, Osaka, Japan) |
Front camera | Logitech C920 motion detection camera, 94 × 43.3 × 71 mm (Logitech, Lausanne, Switzerland) |
Frame-type screen | 3715 × 2150 mm (Kizzle, Seoul, Republic of Korea) |
Group teaching aids | Fire truck and costumes, ball pit ball, scissors and bottle doll, infrared light, footboard (Kizzle, Seoul, Republic of Korea) |
Non-Immersive content | Content (themes, work (safety) art gallery, sports activities, position/posture recognition, 3D learning play (Kizzle, Seoul, Republic of Korea) |
Digital teaching materials | Teacher digital teaching materials and environment configuration (Kizzle, Seoul, Republic of Korea) |
Research Procedure | Schedule | Details | |
---|---|---|---|
Literature Review | Selection of literature and research tools Measurement tool: Children’s playfulness | ||
Preliminary Research | 4–29 April 2024 | Validation of measurement tool suitability Subjects: 10 five-year-olds from E daycare and 10 five-year-olds from S daycare not in the experiment Content: Review of the appropriateness of playfulness test tool and treatment duration for the VR program | |
Examiner Training | 1 May 2024 | Examiner training conducted Participants: Two graduate students in early childhood education (Master’s completed, current PhD students) | |
Rater Training | 2–4 May 2024 | Playfulness rater training conducted Participants: Eight homeroom teachers from experimental institutions | |
Main Study | Pre-test | 9–12 May 2024 | Pre-test conducted Groups: 15 four-year-olds and 15 five-year-olds from Experimental Group I and Control Group I Content: Playfulness pre-test |
Experimental Treatment | 16 May–22 July 2024 (10 weeks) | Experimental Group: Regular early education program + VR program using metaverse (2 times/week) Control Group: Regular early education program | |
Post-test | 25–27 July 2024 | Post-test conducted Groups: 15 four-year-olds and 15 five-year-olds from Experimental Groups I and II and Control Groups I and II Content: Playfulness post-test | |
Data Analysis and Discussion | Analysis of playfulness data from VR program Discussion of results |
Session | Theme Experience | Job Experience | Art Experience |
---|---|---|---|
(Weekly) | |||
1 | Ranch Experience | Firefighter | Creating Our Kindergarten Art Gallery |
2 | Dinosaur Age | ||
3 | Light and Shadow | ||
4 | Underwater Exploration | Plant Doctor | Draw and Color |
5 | Insect Collecting | ||
6 | Fishing Play | ||
7 | Republic of Korea | Archeologist | Famous Paintings I |
8 | Farming Experience | ||
9 | Space Travel | ||
10 | Winter Play | Environmental Activist | Famous Paintings II |
VR Firefighter | Target Age | Disorder | Sensory Experience | Area | |
---|---|---|---|---|---|
3–7 Years Old | O | Visual, Auditory, Tactile | Physical Exercise, Health Social Relations | ||
Experience Theme | Firefighter Experience | ||||
Objectives | 1. Experience how to respond to fires. 2. Control physical movements. 3. Develop attitudes and problem-solving skills to recognize and predict hazards in various situations. | ||||
Environment Setup | Kizzle firefighter experience, fire truck model, firefighter vest, lantern, fire hose, Tomonote multi-content, activity sheets, augmented reality activity sheets | ||||
Indoor Interest Area and Experience Play | |||||
Indoor Interest Area 1 | We protect our neighborhood! (Discussion) | ||||
Indoor Interest Area 2 | Firefighter (Tomo Job ZONE—Current Job) | ||||
VR Firefighter Experience | |||||
A way of doing something | 1. Talk about firefighters. 2. Learn about what firefighters do. 3. Experience ‘Firefighter’ <How to play> ① Set the order. ② Three to four people come out in order, hold the fire hose, and stand at the starting line. ③ Listen to the signal and shine a fire hose lantern towards the fire. ④ Use a fire hose to extinguish the fire where the fire broke out. (At this time, if the fire cannot be turned off for a certain period of time, the size of the fire increases again.) ⑤ Make sure all the lights are off and return to their place when the stage ends. 4. Evaluate the activities by completing them. | ||||
Points to Note in Activities | 1. It supports safe experience by securing a large classroom space. 2. Learn about the tools firefighters use (fire suits, helmets, air respirators, gloves/boots, portable lights, face masks, etc.). 3. When conducting fire-related preventive safety education, specialized education > safety education > disaster preparedness safety education and fire escape training contents can be used | ||||
Disability integration | 1. Integrate instruction by adjusting the intensity of activity (fast-slow-slow-slow-slow-slow). | ||||
Activity evaluation | 1. Knowing how to cope with fire, become a firefighter and evaluate whether the fire has been safely extinguished through the course of activities. 2. Evaluate whether knowledge and skills related to fire safety have been improved through verbal interaction. 3. We evaluate through observation whether we were able to predict and predict risk factors that may arise in various situations and develop attitudes and problem-solving skills. | ||||
Interest Expansion Activities | Fire Safety Quiz (Game) | Firefighter (Augmented Reality) | |||
Photos |
Category | Type III Sum of Squares | df | Mean Square | F | Significance Level |
---|---|---|---|---|---|
Experiment Condition | 5.633 | 1 | 5.633 | 16.041 | 0.000 |
Pretest Condition | 0.833 | 1 | 0.833 | 2.373 | 0.126 |
Experiment × Pretest Interaction | 0.252 | 1 | 0.252 | 0.718 | 0.399 |
Error | 40.738 | 116 | 0.351 | ||
Total | 2003.625 | 120 | |||
R2 = 0.124 (Adjusted R2 = 0.109) |
Physical Spontaneity | t | sf | p-Value | Mean Difference | Std. Error of Difference |
3.991 | 58 | 0.000 | 0.525 | 0.132 |
Category | Type III Sum of Squares | sf | Mean Square | F | Significance Level |
---|---|---|---|---|---|
Experimental Group | 9.296 | 1 | 9.296 | 23.052 | 0.000 |
Pre-test Group | 0.056 | 1 | 0.056 | 0.140 | 0.709 |
Experimental × Pre-test | 1.587 | 1 | 01.587 | 3.935 | 0.051 |
Error | 46.780 | 116 | 0.403 | ||
Total | 1837.960 | 120 |
Social Spontaneity | t | sf | p-Value | Mean Difference | Std. Error of Difference |
3.864 | 118 | 0.000 | 0.463 | 0.120 |
Category | Type III Sum of Squares | sf | Mean Square | F | Significance Level |
---|---|---|---|---|---|
Experimental Group | 2.584 | 1 | 2.584 | 5.378 | 0.022 |
Pre-test Group | 0.434 | 1 | 0.434 | 0.903 | 0.343 |
Experimental × Pre-test | 0.002 | 1 | 0.002 | 0.004 | 0.950 |
Error | 84.565 | 176 | 0.480 | ||
Total | 2464.056 | 180 | |||
R2 = 0.037 (Adjusted R2 = 0.021) |
Cognitive Spontaneity | t | sf | p-Value | Mean Difference | Std. Error of Difference |
2.001 | 118 | 0.048 | 0.2472 | 0.1235 |
Category | Type III Sum of Squares | sf | Mean Square | F | Significance Level |
---|---|---|---|---|---|
Experimental Group | 2.028 | 1 | 2.028 | 6.132 | 0.015 |
Pre-test Group | 0.005 | 1 | 0.005 | 0.016 | 0.899 |
Experimental × Pre-test | 1.200 | 1 | 1.200 | 3.628 | 0.059 |
Error | 38.365 | 116 | 0.331 | ||
Total | 2155.040 | 120 | |||
R2 = 0.078 (Adjusted R2 = 0.054) |
Expression of Joy | t | sf | p-Value | Mean Difference | Std. Error of Difference |
3.598 | 58 | 0.001 | 0.460 | 0.128 |
Category | Type III Sum of Squares | sf | Mean Square | F | Significance Level |
---|---|---|---|---|---|
Experimental Group | 5.043 | 1 | 5.043 | 17.460 | 0.000 |
Pre-test Group | 1.083 | 1 | 1.083 | 3.749 | 0.055 |
Experimental × Pre-test | 0.008 | 1 | 0.008 | 0.029 | 0.865 |
Error | 33.505 | 116 | 0.289 | ||
Total | 1958.040 | 120 | |||
R2 = 0.155 (Adjusted R2 = 0.133) |
Sense of Humor | t | sf | p-Value | Mean Difference | Std. Error of Difference |
3.105 | 58 | 0.003 | 0.427 | 0.137 |
Path | Hypothesis | Accepted or Rejected | |
---|---|---|---|
Playfulness | H1 | VR play education will affect young children’s physical spontaneity. | Accepted |
H2 | VR play education will affect young children’s social spontaneity. | Accepted | |
H3 | VR play education will affect young children’s cognitive spontaneity. | Accepted | |
H4 | VR play education will affect young children’s expression of joy. | Accepted | |
H5 | VR play education will affect young children’s sense of humor. | Accepted |
Pure Experimental Effect Formula |
---|
O2-O1 = Experimental Variable Effect + Pre-Test Effect + Interaction Effect of Measurement and Treatment + Other Extraneous Variables |
O4-O3= Pre-Test Effect + Other Extraneous Variables |
O5-1/2(O1 + O3) = Experimental Variable Effect + Other Extraneous Variables |
O6-1/2(O1 + O3) = Other Extraneous Variables |
O2-O5 = Interaction Effect of Measurement and Treatment |
Pure Experimental Effect (E) = 〔O5-1/2(O1 + O3)〕-〔O6-1/2(O1 + O3)〕 |
Experimental Group I (N = 30) | Pre-Test | Post Test | O2-O1 | |||
---|---|---|---|---|---|---|
M | SD | M | SD | |||
Playfulness | Physical Spontaneity | 3.717 | 0.477 | 4.217 | 0.486 | 0.500 |
Social Spontaneity | 3.480 | 0.524 | 4.267 | 0.529 | 0.787 | |
Cognitive Spontaneity | 3.339 | 0.549 | 3.480 | 0.524 | 0.141 | |
Expression of Enjoyment | 3.693 | 0.305 | 4.420 | 0.401 | 0.727 | |
Sense of Humor | 3.487 | 0.506 | 4.307 | 0.445 | 0.820 | |
Total Score | 3.531 | 0.390 | 4.259 | 0.380 | 0.728 |
Control Group I (N = 30) | Pre-Test | Post Test | O4-O3 | |||
---|---|---|---|---|---|---|
M | SD | M | SD | |||
Playfulness | Physical Spontaneity | 3.617 | 0.560 | 3.692 | 0.532 | 0.075 |
Social Spontaneity | 3.340 | 0.683 | 3.480 | 0.636 | 0.140 | |
Cognitive Spontaneity | 3.400 | 0.640 | 3.550 | 0.677 | 0.150 | |
Expression of Enjoyment | 3.487 | 0.607 | 3.960 | 0.574 | 0.473 | |
Sense of Humor | 3.627 | 0.522 | 3.880 | 0.607 | 0.253 | |
Total Score | 3.487 | 0.476 | 3.708 | 0.495 | 0.221 |
Experimental Group II (N = 30) | Post Test | O5-1/2(O1 + O3) | ||
---|---|---|---|---|
M | SD | |||
Playfulness | Physical Spontaneity | 4.292 | 0.609 | 0.625 |
Social Spontaneity | 3.990 | 0.623 | 0.580 | |
Cognitive Spontaneity | 3.833 | 0.668 | 0.463 | |
Expression of Enjoyment | 4.233 | 0.587 | 0.643 | |
Sense of Humor | 4.100 | 0.509 | 0.543 | |
Total Score | 4.075 | 0.388 | 0.566 |
Control Group II (N = 30) | Post Test | O6-1/2(O1 + O3) | ||
---|---|---|---|---|
M | SD | |||
Playfulness | Physical Spontaneity | 3.950 | 0.717 | 0.281 |
Social Spontaneity | 3.667 | 0.736 | 0.257 | |
Cognitive Spontaneity | 3.570 | 0.779 | 0.200 | |
Expression of Enjoyment | 4.173 | 0.698 | 0.583 | |
Sense of Humor | 3.710 | 0.575 | 0.153 | |
Total Score | 3.785 | 0.482 | 0.276 |
Pure Experimental Effect 〔O5-1/2(O1 + O3)〕-〔O6-1/2(O1 + O3)〕 | ||
---|---|---|
Playfulness | Physical Spontaneity | 0.344 |
Social Spontaneity | 0.323 | |
Cognitive Spontaneity | 0.263 | |
Expression of Enjoyment | 0.060 | |
Sense of Humor | 0.390 | |
Total Score | 0.290 |
Pretest Effect (O4-O3)-{O6-1/2(O1 + O3)} | Interaction Effect {(O2-O1)-(O4-O3)} -[{O5-1/2(O1 + O3)}-{O6-1/2(O1 + O3)} | ||
---|---|---|---|
Playfulness | Physical Spontaneity | −0.206 | 0.081 |
Social Spontaneity | −0.117 | 0.324 | |
Cognitive Spontaneity | −0.050 | −0.272 | |
Expression of Enjoyment | −0.110 | 0.194 | |
Sense of Humor | 0.100 | 0.177 | |
Total Score | −0.055 | 0.217 |
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Bae, H.; Gim, G. Verification of a VR Play Program’s Effects on Young Children’s Playfulness. Appl. Sci. 2025, 15, 9769. https://doi.org/10.3390/app15179769
Bae H, Gim G. Verification of a VR Play Program’s Effects on Young Children’s Playfulness. Applied Sciences. 2025; 15(17):9769. https://doi.org/10.3390/app15179769
Chicago/Turabian StyleBae, Hoikyoung, and Gwangyong Gim. 2025. "Verification of a VR Play Program’s Effects on Young Children’s Playfulness" Applied Sciences 15, no. 17: 9769. https://doi.org/10.3390/app15179769
APA StyleBae, H., & Gim, G. (2025). Verification of a VR Play Program’s Effects on Young Children’s Playfulness. Applied Sciences, 15(17), 9769. https://doi.org/10.3390/app15179769