Tova Michalsky, Sharon Sofer Klein E29 Proceedings of the 21st Chais Conference for the Study of Innovation and Learning Technologies: Learning in the Digital Era I. Blau, A. Caspi, Y. Eshet-Alkalai, N. Geri, Y. Kalman, D. Olenik-Shemesh, Y. Sidi, & N. Brandel (Eds.), Ra'anana, Israel: The Open University of Israel Playing Tetris in Virtual Reality Environment: Spatial Perception, Perceptual Speed and Visual Working Memory Tova Michalsky Bar-Ilan University Tova.Michalsky@biu.ac.il Sharon Sofer Klein Bar-Ilan University sharonsofer94@gmail.com משחק טטריס בסביבת מציאות מדומה : תפיסה מרחבית, מהירות תפיסתית וזיכרון עבודה חזותי שרון סופר קליין אוניברסיטת בר - אילן sharonsofer94@gmail.com טובה מיכלסקי אוניברסיטת בר - אילן Tova.Michalsky@biu.ac.il Abstract This study examined whether playing Tetris in immersive virtual reality (VR) environments enhances cognitive abilities more effectively than playing on traditional computer screens. Specifically, the research investigated the impact of VR-3D versus computer-2D gameplay on the transferability of spatial perception, perceptual speed, and visual working memory, to non-game contexts. Seventy-two undergraduate students (M = 24.01, SD = 1.77) with no prior gaming experience were randomly assigned to either a VR or 2D computer group. Both groups played Tetris over four sessions. Pre- and post-tests assessed performance in card rotation, perceptual speed, and Corsi block-tapping tasks. Results revealed that while both groups improved in spatial perception and perceptual speed, the VR group demonstrated significantly greater gains. No significant improvement was observed in visual working memory in either group. Regression analyses indicated that group assignment significantly contributed to performance outcomes beyond baseline ability and demographic characteristics. These findings suggest that the immersive nature of VR facilitates deeper engagement and more effective cognitive processing, leading to enhanced spatial and perceptual performance. The study supports the potential of VR as a tool for targeted cognitive training in educational contexts, particularly for domains requiring spatial cognition. However, the limited effects on visual working memory highlight the need for task alignment and further exploration of domain-specific training in VR environments. Keywords: virtual reality, cognitive training, Tetris, spatial perception, perceptual speed, visual working memory Literature review The increased popularity of computer games has led scholars to explore their potential as educational tools. Many researchers argue that computer gameplay offers more effective skill
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