variable | Frequency (%) | |
---|---|---|
Sex | Male | 28 (56.0%) |
Female | 22 (44.0%) | |
Age group | 20–22 | 10 (20.0%) |
23–25 | 29 (58.0%) | |
26≤ | 11 (22.0%) | |
Familiarity with e-learning system | Low | 28 (56.0%) |
Moderate | 15 (30.0%) | |
High | 7 (14.0%) | |
Familiarity with virtual reality-based serious game | Low | 30 (60.0%) |
Moderate | 16 (32.0%) | |
High | 4 (8.0%) | |
Willingness to teaching by serious game | Low | 5 (10.0%) |
Moderate | 10 (20.0%) | |
High | 35 (70%) |