How a Tangible User Interface Contributes to Desired Learning Outcomes of the Virtual River Serious Game

Author(s):  
Robert-Jan den Haan ◽  
Jelle van Dijk ◽  
Fedor Baart ◽  
Mascha van der Voort ◽  
Suzanne Hulscher
2010 ◽  
Author(s):  
Elizabeth Lazzara ◽  
Davin Pavlas ◽  
Wendy Bedwell ◽  
Kyle Heyne ◽  
Eduardo Salas

2021 ◽  
Vol 21 (1) ◽  
Author(s):  
Meysam Siyah Mansoory ◽  
Mohammad Rasool Khazaei ◽  
Seyyed Mohsen Azizi ◽  
Elham Niromand

Abstract Background New approaches to e-learning and the use of virtual reality technology and serious game in medical education are on the rise. Therefore, the purpose of this study was to compare the effectiveness of lecture method and virtual reality-based serious gaming (VRBSG) method on students learning outcomes about the approach to coma. Methods We adopted a randomized trial method for this study and selected 50 medical students dividing them into experimental and control groups. Students’ learning outcome was measured with a 10-item test. Serious game usability scale was used to evaluate the usability of the serious game. Descriptive and inferential statistics were used for data analysis by SPSS-22 software. Results Students’ familiarity with e-learning and VRBSG was low. The mean usability of a VRBSG was 126.78 ± 10.34 out of 150. The majority of students were eager to be instructed through VRBSG. The mean score of learning outcomes in the experimental group was significantly higher than the control group (t = − 2.457, P = 0.019). Conclusion Students’ learning outcomes in the VRBSG group in the test approach to coma were significantly better than the lecture group. The usability of the serious game instruction method was high. Taken together, instruction through VRBSG had an effective role in medical students’ learning.


2010 ◽  
Vol 102-104 ◽  
pp. 326-330
Author(s):  
Fang Tian Ying ◽  
Peng Cheng Zhu ◽  
Mi Lan Ye ◽  
Jing Chang Chen ◽  
Zhao He ◽  
...  

In this paper, we discuss a novel approach to multimodal input design in Tangible User Interface (TUI). We present a prototype Bubble Journey, a game platform where users control the avatar in flash game by blowing a real handle. This computer game was combined multimodal input tool embedded sensor, which augment experience of user’s (children’s) five senses and body into game’s digital world with previous experience in daily life. Sensor embodied in multimodal input tool can convert data of sounds and movements produced by users (children) into digital signals to manipulate the virtual characters’ performance in the game.


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