scholarly journals Design, Implementation, and Evaluation of an Immersive Virtual Reality-Based Educational Game for Learning Topology Relations at Schools: A Case Study

2021 ◽  
Vol 13 (23) ◽  
pp. 13066
Author(s):  
Jalal Safari Bazargani ◽  
Abolghasem Sadeghi-Niaraki ◽  
Soo-Mi Choi

Education has always been modified by employing different technologies to enhance the knowledge acquisition and performance of students. Virtual Reality (VR) along with the Game Industry is among those evolving technologies for educational applications. This study aimed to design, implement, and evaluate an immersive VR-based Educational Game (IVREG) for learning topology relations. Topology relations are one of the fundamental topics which exist in Geospatial Information Science (GIS); due to the great capabilities offered by GIS, learning these basic topis is of great importance. A total of thirty-seven male middle-school students participated in this study. A total of four questionnaires were designed to evaluate the suitability of the proposed learning environment and its components at schools, particularly for learning geospatial topics. In conclusion, students found the IVREG useful and effective in classrooms. Additionally, the results showed that the components, namely the integrated pedagogical approach, gamification, and VR technology, were all suitable for being used at schools. On a final note, however, the study indicated that the immersion aspect of such learning environments should be enhanced in future studies.

2017 ◽  
Vol 12 (4) ◽  
pp. 271
Author(s):  
Hailley Fargo

A Review of: Fidel, R., Davies, R. K., Douglass, M. H., Holder, J. K., Hopkins, C. J., Kushner, E. J.,…. Toney, C. D. (1999). A visit to the information mall: Web searching behavior of high school students. Journal of the American Society for Information Science, 50(1), 24-37. http://dx.doi.org/10.1002/(SICI)1097-4571(1999)50:13.0.CO;2-W Abstract Objective – The research study aimed to discover high school students’ information searching behaviour on the Web and suggest Web changes that would benefit student learning. This study was conducted in 1999, seven years after the Internet was publicly available and on the cusp of Web 2.0. Design – Field study with class observations, students thinking aloud at their terminals, and interviews with the students after their searching. The study’s duration was three class searching sessions. Setting – West Seattle High School in Seattle, Washington. This school had a diverse population of students, with 50% students of color and many of these students first generation to finish high school. Due to a grant from Microsoft, West Seattle had operational four computer labs. Subjects – Eleventh and twelfth graders in a horticulture class. There were eight student participants, six males and two females. Five of these students were in 12th grade and three were in 11th grade. The teacher for this class, the school librarian, and the principal of West Seattle High School were also interviewed for this project. Methods – Qualitative, case-study method was used with controlled comparison. Team members observed the students while they searched and wrote down descriptions of the students’ searching methods. After the three observation sessions and interviews with the students, team members wrote up a case study for each student. The students’ think-aloud audio, along with all the interviews conducted, were recorded. This type of method can be considered an early version of usability testing and user experience studies, a field that has grown tremendously since 1999. Main Results – While each student observed had a different relationship with the Web and training on how to use it, similar searching strategies emerged from all participants. These strategies included focused searching, swift and flexible searching when results were not immediately found, using a webpage as a landmark to return to while searching, starting a new search, and asking for help when needed. It should be noted that focused searching along with the swift, flexible searching were strategies influenced by student motivation to complete their homework assignment as quickly as possible. The team noted exploration of the Web was kept to a minimum and this was due to the parameters of the assignment. Team members also identified similar frustrations and joys from the students when searching the Web. The study identified three steps that should be taken to help students more effectively navigate the Web. The steps included an increase in formal teaching on Web searching, embedded support in the Web to help students search, and relying on graphics to strengthen a Web experience. Conclusion – Authors noted the possibilities the World Wide Web has to offer, especially in a school context. However, in order to fully maximize those possibilities, the Web needs to take into account user experiences and information seeking behaviour, along with an increase in training on how to use the Web.


2017 ◽  
Vol 14 (4) ◽  
pp. 212-225 ◽  
Author(s):  
Jennifer Jenson ◽  
Milena Droumeva

An ongoing challenge of 21st century learning is ensuring everyone has the requisite skills to participate in a digital, knowledge-based economy. Once an anathema to parents and teachers, digital games are increasingly at the forefront of conversations about ways to address student engagement and provoke challenges to media pedagogies. While advances in game-based learning are already transforming educative practices globally, with tech giants like Microsoft, Apple and Google taking notice and investing in educational game initiatives, there is a concurrent and critically important development that focuses on “game construction” pedagogy as a vehicle for bringing computational literacy to middle and high school students. Founded on Seymour Papert’s constructionist learning model and developed over nearly two decades, there is compelling evidence that game construction can increase confidence and build capacity in science, technology, engineering and mathematics. This project is a research-based challenge to the by now widely questioned but surprisingly persistent presumption that students in today's classrooms are all by default “digitally native” and that those “digitally native” children are learning just by playing digital games. Through a survey of 60+ students at a largely immigrant middle school in Toronto, Canada, we present some important updates on youth’s media and technology competence and its relationship to baseline knowledge of computer programming and performance in a computational literacy game-based curriculum.


2021 ◽  
Vol 3 (1) ◽  
pp. 101-121
Author(s):  
Deoksoon Kim ◽  
Merijke Coenraad ◽  
Ho Ryong Park

Reflection is essential for learning and development, especially among middle school students. In this paper, we describe how middle school students can engage in reflective learning by composing digital stories in a project-based learning environment employing virtual reality. Adopting multiple case study methods, we examined the digital stories of five students, together with classroom observations and interviews about their experiences, in order to explore how digital storytelling can allowed students to reflect upon their experiences in a year-end capstone program. Creating digital stories allowed students to 1) reflect on their learning experiences teaching younger students with virtual reality, 2) present their reflections in multiple modalities, and 3) make connections between their present experiences and the past and future. This study demonstrates how digital storytelling can enable multimodal reflection for middle school students, particularly within technology-focused project-based learning environments. Keywords: digital storytelling; project-based learning; reflection; middle school learners


Author(s):  
Wang Xi

Purposed to promote the development of artificial intelligence (AI) technology in the game field, this article adopts the literature analysis method and the case study method, analyzes the problems with virtual reality (VR) games and explores several popular VR game cases in China and abroad before summarizing the artistic characteristics of VR games. Artificial intelligence technology has brought a new creative mode to the game industry, while providing more suitable game content for players. Further, artificial intelligence technology can equip VR games with better game experience by analyzing players’ physiological and psychological information as well as players’ game strategies. Compared with traditional games, VR games can deliver better interactivity, deeper immersion and higher fidelity. However, VR games impose higher requirements on device data and space scale; in other words, they must meet specific requirements to provide better game experience. VR games also have monotonous game types and high prices. In the future, the integration of VR games with artificial intelligence would generate more profound game-player experiences and richer game contents.


Electronics ◽  
2021 ◽  
Vol 10 (7) ◽  
pp. 838
Author(s):  
Martin Krajčovič ◽  
Gabriela Gabajová ◽  
Beáta Furmannová ◽  
Vladimír Vavrík ◽  
Martin Gašo ◽  
...  

(1) At present, it is important to bring the latest technologies from industrial practice into the teaching process of educational institutions, including universities. The presented case study addresses the application of educational games in virtual reality to the teaching process in a university environment. (2) The study took place at the Department of Industrial Engineering of the University of Žilina in Žilina and consisted of two phases. In the first phase, students’ satisfaction with current teaching methods was examined. The second phase focused on an educational game in virtual reality, which introduced a non-traditional approach for teaching lean management, namely the tool 5S. (3) This game was designed by the study authors and created in the Godot game engine. The educational game was provided to students during class. After completing the game, participants were asked to fill out a questionnaire. The aim was to enable students to express their opinion on the educational game and to identify the main benefits of this approach in the teaching process. (4) In the study’s final phase, based on the acquired knowledge, the authors examined the benefits and disadvantages of virtual reality educational games for the teaching process of industrial engineering tools.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Jamie N. Mikeska ◽  
Heather Howell

Purpose This paper aims to examine three distinct aspects of authenticity that pre-service teachers (PSTs) experience when they engage with virtual classroom environments to develop their content-intensive instructional practice – task authenticity, student avatar authenticity and performance authenticity – and their perceptions about the usefulness of the simulated teaching experience to support their learning. Design/methodology/approach This paper explored these conceptions of authenticity and usefulness within a larger research study whose goal was to develop virtual environment tools to help elementary PSTs learn how to engage in one ambitious teaching practice: facilitating discussions that engage students in argumentation. To examine these aspects of authenticity and usefulness, this paper used a general qualitative deductive analysis approach to examine data from 104 interviews with 26 case study teachers and examined patterns in PSTs’ perceptions within and across interviews and authenticity aspects. Findings While these PSTs strongly value the utility of these tools to support their learning, findings point to variation in their perceptions of authenticity. Findings showed that most PSTs perceived the tasks as an authentic representation of the work of teaching. However, their perceptions of task authenticity did not always align with their perceptions of avatar or performance authenticity. Originality/value This paper argues that these three aspects of authenticity relate to, but expand upon, the broader notions of presence and plausibility noted in the literature on virtual environments and should be taken up more directly in future studies of users’ perceptions of virtual environments both within and outside of educational contexts.


2020 ◽  
Vol 7 (1) ◽  
pp. 75-87
Author(s):  
Rhyd Lewis ◽  
Tom Anderson ◽  
Fiona Carroll

This paper explores a system that attempts to maximize high school students’ sense of choice when selecting elective subjects. We propose that individual schools can tailor the combinations of subjects they offer in order to maximize the number of prospective students who can study their preferred subjects, potentially increasing enrol- ment numbers and academic outcomes while also reducing administrative overheads. We analyze the underlying computational problem encountered in this task and describe a suitable AI-based optimization algorithm that we have made available for free download. We also discuss some outcomes of using this method on a small number of case study schools.


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