

About the workshop:
Romanian chestionaire:
Detailed Interpretation of the Results of the “Gamification and Virtual Reality” Questionnaire
- Demographics and Profession
Age: The majority of responses come from the 10-14 age group (81.9%), indicating a concentration of interest in gamification and VR among young people. The adult age group is represented to a very small extent.
Occupation: The vast majority of participants are students (92.4%), with only a few teachers (5.7%) and others (2%). - Familiarization with Gamification
Awareness and Understanding: 51.4% of participants have never heard the term “gamification”, and 24.8% have heard the term but are not sure of its meaning. This indicates a general lack of familiarity with the concept, especially among young people. Only 5.7% of respondents have detailed knowledge and practical experience. - Experience in using VR tools
Use of VR Technologies: Most responses (71.4%) indicate that participants do not use VR development tools such as Unity or Unreal Engine. About a third (27%) have some experience, but only 2.9% use these tools regularly. - Technical Skills
Coding Skills and Digital Tools: Most participants (55.2%) consider themselves beginners, with 37.1% intermediate and only 9.5% advanced. This reflects a need to develop technical skills among young people. - Expectations from Workshops
Participants’ Objectives: There is a balanced interest between learning basic concepts (47.6%) and developing practical skills (50.5%). One third of participants (34.3%) want to apply knowledge in real projects, suggesting a preference for applied and hands-on learning. - Themes of Interest in VR and Gamification
Favorite Topics: A large majority (73.3%) are interested in the development of projects and games in VR, followed by the integration of VR in education (38.1%) and the history and evolution of VR (18.1%). This indicates a high interest in the practical and applied aspects of VR. - Suggestions for Workshop Improvement
General Feedback: Most of the suggestions are positive, with many responses indicating that the workshops are already at a good level. Some specific proposals include wider promotion of gamification projects in schools, investment in education, and adapting workshops to be more accessible and interesting for young people.
Conclusions:
There is significant increased interest and enthusiasm for gamification and VR among young people, although the level of understanding and hands-on experience remains limited.
Education and workshops on these topics should focus on balancing learning of basic concepts with practical application and project development.
There is a clear need to improve access to educational and technological resources in this area to support development