Dishonesty Tendencies in Testing Scenarios Among Students with Virtual Reality and Computer-Mediated Technology

Fuente: arXiv
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Main Authors: Kojić, Tanja, Dovhalevska, Alina, Vergari, Maurizio, Möller, Sebastian, Voigt-Antons, Jan-Niklas
Format: Preprint
Published: 2026
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author Kojić, Tanja
Dovhalevska, Alina
Vergari, Maurizio
Möller, Sebastian
Voigt-Antons, Jan-Niklas
author_facet Kojić, Tanja
Dovhalevska, Alina
Vergari, Maurizio
Möller, Sebastian
Voigt-Antons, Jan-Niklas
contents Virtual reality (VR) systems have the potential to be an innovation in the field of e-learning. Starting with fully functional e-classes, VR technologies can be used to build entire e-campuses. The power of VR is that it allows for stronger contact with students than computer-mediated technology. Deceptive behaviour, both verbal and nonverbal, refers to intentional activities designed to deceive others. Students often engage in dishonest practices to make progress. Whether it is cheating on an exam, copying another student's essay, or inflating their GPA, the motivation for cheating is rarely simply a lack of preparation. Even though some may see academic dishonesty as an asset, the reality is that it can have major consequences. This poster demonstrates the findings from a study of students' deceitful behaviour during a test in VR and in real-life situations. For this user study, 22 volunteers were invited to participate, with each experiment involving exactly two participants and the examiner present in the room. Students were invited to take two tests: one in VR and one on a laptop. Their goal was to score as many points as possible by simulating a real-world online exam. Participants were requested to complete questionnaires during and after each experiment, which assisted in collecting additional data for this study. The results indicate that the amount of cheating that happened in VR and on a laptop was exactly the same.
format Preprint
id arxiv_https___arxiv_org_abs_2603_08974
institution arXiv
publishDate 2026
record_format arxiv
spellingShingle Dishonesty Tendencies in Testing Scenarios Among Students with Virtual Reality and Computer-Mediated Technology
Kojić, Tanja
Dovhalevska, Alina
Vergari, Maurizio
Möller, Sebastian
Voigt-Antons, Jan-Niklas
Human-Computer Interaction
Virtual reality (VR) systems have the potential to be an innovation in the field of e-learning. Starting with fully functional e-classes, VR technologies can be used to build entire e-campuses. The power of VR is that it allows for stronger contact with students than computer-mediated technology. Deceptive behaviour, both verbal and nonverbal, refers to intentional activities designed to deceive others. Students often engage in dishonest practices to make progress. Whether it is cheating on an exam, copying another student's essay, or inflating their GPA, the motivation for cheating is rarely simply a lack of preparation. Even though some may see academic dishonesty as an asset, the reality is that it can have major consequences. This poster demonstrates the findings from a study of students' deceitful behaviour during a test in VR and in real-life situations. For this user study, 22 volunteers were invited to participate, with each experiment involving exactly two participants and the examiner present in the room. Students were invited to take two tests: one in VR and one on a laptop. Their goal was to score as many points as possible by simulating a real-world online exam. Participants were requested to complete questionnaires during and after each experiment, which assisted in collecting additional data for this study. The results indicate that the amount of cheating that happened in VR and on a laptop was exactly the same.
title Dishonesty Tendencies in Testing Scenarios Among Students with Virtual Reality and Computer-Mediated Technology
topic Human-Computer Interaction
url https://arxiv.org/abs/2603.08974