On the motivation and attractiveness scope of the virtual reality user interface of an educational game Maria Virvou, George Katsionis & Konstantinos Manos.

Slides:



Advertisements
Similar presentations
VIRGE: Tutoring English over the Web through a Game Maria Virvou, George Katsionis Department of Informatics University of Piraeus Piraeus 18534, Greece.
Advertisements

My Home or My Shared House : The Housing Preferences of Students Who Share Their Houses with Roommate(s) paper presentation EVALUATION in PROGRESS iaps.
Evaluation of a Virtual Reality Game for Education Maria Virvou, Constantinos Manos, George Katsionis, Kalliopi Tourtoglou Department of Informatics University.
Web Services for an Intelligent Tutoring System that Operates as a Virtual Reality Game Maria Virvou, George Katsionis Department of Informatics University.
And Our Research Answers ( From the Public ) By Willem and Sam How do you think that books that children read today differ from the ones that their parents.
WORKSHOP OF A SPECIAL INTEREST GROUP ON "ADAPTIVE EDUCATIONAL HYPERMEDIA SYSTEMS" Department of Informatics – University of Piraeus Adaptive Hypermedia.
A cognitive theory for affective user modelling in a virtual reality educational game George Katsionis, Maria Virvou Department of Informatics University.
INTRODUCTION According to many scholars, teaching literature in EFL classes is required. They see that literature ought to be taught because literary.
Relating Error Diagnosis and Performance Characteristics for Affect Perception and Empathy in an Educational Software Application Maria Virvou, George.
EyeChess: the tutoring game with visual attentive interface Špakov Oleg Department of Computer Sciences University of Tampere Finland
Adapting OCC theory for affect perception in educational software George Katsionis, Maria Virvou Department of Informatics University of Piraeus Piraeus.
Copyright © 2005 Pearson Education Canada Inc. 1 Psychology as a Science Theory development involves collecting interrelated ideas and observations Taken.
Increasing Preservice Teachers' Capacity for Technology Integration Through the Use of Electronic Models Melissa Dark Purdue University.
Interactive Media and Game Development 1 IMGD 1000: Critical Studies of Interactive Media and Games David Finkel Computer Science Department Interactive.
Electronic Commerce Group Institute for Software Technology and Interactive Systems Vienna University of Technology Favoritenstraße 9-11/ Vienna.
Electronic Commerce Group Institute for Software Technology and Interactive Systems Vienna University of Technology Favoritenstraße 9-11/ Vienna.
Feedback from Usability Evaluation to User Interface Design: Are Usability Reports Any Good? Christian M. Nielsen 1 Michael Overgaard 2 Michael B. Pedersen.
How people learn English outside the classroom Mini-research projects carried out under the guidance of Dr. Marsha Bensoussan.
VR-ENGAGE: A Virtual Reality Educational Game that Incorporates Intelligence Maria Virvou, Constantinos Manos, George Katsionis, Kalliopi Tourtoglou Department.
Incorporating the Culture of Virtual Reality Games into Educational Software via an Authoring Tool Maria Virvou, Constantinos Manos, George Katsionis,
Virtual Reality edutainment: cost-effective development of personalised software applications Maria Virvou, Konstantinos Manos & George Katsionis Department.
KWARA STATE CHEMISTRY TEACHERS’ ASSESSMENT OF SELECTED TEXTBOOKS FOR TEACHING NIGERIAN SENIOR SECONDARY SCHOOL CHEMISTRY CURRICULUM M.Ed. INTERIM REPORT.
 The Impact of ICT on Psychological Testing: A case Study of Turkish Higher Education EDULEARN 2014 July 2014 Gamze Sart Istanbul University Faculty of.
By: Jamal Redman & Rashad Blackwell. Chapter 7 provides an overview of how educational software, apps, and learning games support and promote problem.
ICT TEACHERS` COMPETENCIES FOR THE KNOWLEDGE SOCIETY
How I used Webkinz in my grade two German class....
Computer and Video Games in the Classroom Laura Fabian, Taylor Toellner, Ashley Ellis, Kelly Maloney Introduction In today’s world, technology use is continually.
1 Types of Evaluation. 2 Different types of evaluation Needs assessment Process evaluation Impact evaluation Cost-benefit analysis.
On the interaction features of the Virtual Reality User Interface of an educational game Maria Virvou, George Katsionis & Konstantinos Manos Department.
McGraw-Hill © 2006 The McGraw-Hill Companies, Inc. All rights reserved. The Nature of Research Chapter One.
Student engagement, visual learning and technology: can interactive whiteboards help? Presenter: Hao-Ling Huang Advisor: Ming-Puu Chen Date: 2009/11/25.
An Evaluation of SLIS Student Satisfaction and its Global Impacts Christina Hoffman, MLS Dr. Samantha Hastings, Interim Dean The University of North Texas.
Virtual Tweens ltd. All rights reserved Confidential When Was the Last Time You Saved a World? Children’s Informal Science Learning in a Multi-User Virtual.
KNOWING WORLD WAR II: VIDEO GAMES AND LEARNING Fisher, Stephanie J. Review by Chao (Kelvin) Jiang.
THE USE OF INTERACTIVE WHITE BOARD IN INQUIRY BASED EDUCATION: EXPERIENCE FROM THE CASE STUDY IN CZECH REPUBLIC Renata Ryplova, Martina Majerova Faculty.
VIRTUAL REALITY APLICATIONS RESEARCH TEAM (VIRART) Using a Collaborative Virtual Environment (CVE) for participatory design sessions with students with.
How can teachers be supported to provide quality learning in emergency and conflict situations? Voices of teachers in South Sudan By John Lujang Wani Deputy.
PIONEER LIFE By: Patricia Johnson Computers in the Classroom.
The Influence of Blended Learning Model on Developing Leadership Skills of School Administrators Dr. Tufan AYTAÇ Dr. Tufan AYTAÇ Education Specialist The.
Effective collaboration Session 1 – A professional community.
Flow experiences of children in an interactive social game environment Adviser: Ming-Puu Chen Presenter: Li-Chun Wang Inal, Y. & Cagiltay, K. (2007). Flow.
User Study Evaluation Human-Computer Interaction.
There are many occasions for fact-finding during the database system development lifecycle. fact-finding is particularly crucial to the early stages of.
THE MEDIA EQUATION Reeves and Nass, 2003 Chapter 1.
Chapter 7: Data for Decisions Lesson Plan Sampling Bad Sampling Methods Simple Random Samples Cautions About Sample Surveys Experiments Thinking About.
Test Sample IV. Purpose : To examine the family function as perceived by amphetamine- dependent adolescents in Phrae province. Procedure : The data is.
Evaluation of User Interface Design 4. Predictive Evaluation continued Different kinds of predictive evaluation: 1.Inspection methods 2.Usage simulations.
User Acceptance Of Hedonic Information Systems MOIS 433 Presented by: Nehal Rashed.
Agile Method Paper Report 資工 4A 余修丞. 2 Agile methods rapidly replacing traditional methods at Nokia: A survey of opinions on agile transformation.
An evaluation agent that simulates students’ behavior in Intelligent Tutoring Systems Maria Virvou, Konstantinos Manos, George Katsiwnis Department of.
Evaluation of the Advice Generator of an Intelligent Learning Environment Maria Virvou, Katerina Kabassi Department of Informatics University of Piraeus.
Designing Survey Instruments. Creating a Survey Instrument  Survey instruments should help researchers collect the most accurate data and reach the most.
ESSAY WRITING Essays, like sandwiches or burgers, are divided into different parts. These parts are the: ◾Introduction ◾Body ◾Conclusion.
Presenter: Han, Yi-Ti Adviser: Chen, Ming-Puu Date: March 02, 2009 Papastergiou, M.(2009). Digital Game-Based Learning in high school Computer Science.
Day 10 Analysing usability test results. Objectives  To learn more about how to understand and report quantitative test results  To learn about some.
September 27, 2012 Do Now: Answer the following question on a separate sheet of paper: Do you consider psychology to be a real science? Explain your answer.
USING GIS TO SUPPORT PROCESS BASED GEOGRAPHY EDUCATION IN TURKEY: A CASE STUDY Eyüp Artvinli Eskişehir Osmangazi University Faculty of Education TURKEY.
Research Word has a broad spectrum of meanings –“Research this topic on ….” –“Years of research has produced a new ….”
Judit Kormos and Kata Csizér
Lecture №4 METHODS OF RESEARCH. Method (Greek. methodos) - way of knowledge, the study of natural phenomena and social life. It is also a set of methods.
T tests comparing two means t tests comparing two means.
A simulated student-player in support of the authoring process in a knowledge-based authoring tool for educational games Maria Virvou, Konstantinos Manos.
Prepared by Saad Alhejaili
IDENTIFYING THE INTERESTS OF DIFFERENT GENERATIONS These are the questions used for questionnaire to find out the interests of different generations.
Maria Virvou, Maria Moundridou, Victoria Tsiriga, Katerina Kabassi,
Introducing Evaluation
Introducing e-learning and imaging technology into histology practical classes in veterinary medicine: Effects on student motivation and learning quality.
HCI Evaluation Techniques
Introducing Evaluation
MATTER OF TIME Assessing improvement knowledge and critical thinking skill of undergraduates in the first and last year in Communication Degree MARTA PÉREZ.
Presentation transcript:

On the motivation and attractiveness scope of the virtual reality user interface of an educational game Maria Virvou, George Katsionis & Konstantinos Manos Department of Informatics University of Piraeus Piraeus 18534, Greece

Educational games  The attractiveness of software games has often been considered very useful for the creation of attractive educational software.  Many researchers have developed games for educational purposes.  However, the marriage of education and game-like entertainment has produced some not-very-educational games and some not very-entertaining learning activities [Brody 1993]

Educational games  Educational software games aim at serving two distinct and often conflicting aims: education and entertainment.  Educational games that are not entertaining are neither motivating nor attractive. On the other hand game environments may become distractive and educationally less effective.  Thus, we have examined the scope of motivation and attractiveness of a virtual reality educational game both in classroom and leisure time conditions.

Virtual Reality Game  The environment of the game is similar to that of many popular adventure games which have many virtual theme worlds with castles and enemies that the player has to navigate through and reach the end of the level. The game is called VR-ENGAGE and teaches students geography.  The goal of a player is to navigate through a virtual world and find the book of wisdom. The total score is the sum of the points that the player has obtained by answering questions.  During the game the player may come across certain objects and animated agents. These objects and animated agents ask questions, give hints to students or guide them to tutoring places.

The VR-Environment of the Game

Aims and settings of the empirical study  For finding out if students would like the educational game, we conducted an empirical study which consisted of two parts. Both parts involved the same students. The first part was conducted in school classrooms whereas the second part in the students’ homes at leisure time.  Participants: 50 school children of years old from 5 geography classes.  The students that participated were categorized on the basis of their game-playing expertise: experienced, intermediate and novice game players. The participants were grouped in 15 novice, 20 intermediate and 15 expert game players.

Parts of the empirical study  The first part of the empirical study aimed at finding out how school children would react to an educational game in the settings of a real classroom.  The experiment aimed at estimating the likeability of the VR-ENGAGE interface in comparison to the likeability of educational software that had a simple user interface, by measuring the time spent on each of the applications in 1 hour of free time in the class to repeat lessons.  One might consider it obvious that school children would prefer VR-ENGAGE since it would be more amusing. However, it is likely that novice game-players could find playing the game confusing and expert game-players might not be interested enough to bother to play.

Parts of the empirical study  The second part of the empirical study aimed at finding out the extent to which VR-ENGAGE could be used by children and adolescents at their leisure time.  Students were given the opportunity to play VR-ENGAGE at home during the weekend. They were also given a commercial game to play with. Students were encouraged to play both of these games for as much as they liked but it was also made clear that they did not have to play at all.  If we could replace other computer games, which did not have any educational value, in the children’s preferences for entertainment, we would enrich the children’s game culture with educationally beneficial games.

Comparative study in classroom  We performed 4 t-tests for correlated samples in order to compare the time spent on VR-ENGAGE and on the application with the simple user interface.  1) Novice game-players (students), 2) Intermediate game- players (students), 3) Expert game-players (students) and 4) All the students.  The null hypothesis, H 0, was that there was no difference between the time spent for each of the two applications. The research hypothesis, H 1, was that there was a significant difference between the time spent for each of the two applications.

Comparative study in classroom

Comparative study during leisure time  The study was based on students’ interviews after they had used VR-ENGAGE and a commercial game at their homes. The students’ answers to the questionnaires for the interviews were used for the t-tests.  1) Novice game-players (students), 2) Intermediate game- players (students), 3) Expert game-players (students) and 4) All the students.  The null hypothesis, H 0, was that there was no difference between the time spent for each of the two applications. The research hypothesis, H 1, was that there was a significant difference between the time spent for each of the two applications.

Comparative study during leisure time

Students’ opinion of the educational game  The students’ answers were also analyzed to reveal how students had liked or disliked VR-ENGAGE irrespective of its comparison with a commercial game.  Most of the students pointed out that the game would be better if it had more virtual objects, more background sounds and more adventure. Few of the students criticized it for being non-violent.  However, apart from the comments for the enhancement of the entertaining aspect of the game, most students said that they would like to have this game at their homes and play with it.

Conclusions  This paper has described and discussed the evaluation of an educational virtual reality game for geography, VR-ENGAGE in terms of the attractiveness and motivation.  The results from the evaluation showed that students in classrooms would be quite happy to work with a computer game, which represents a more amusing teaching fashion. On the other hand, during their leisure time students would prefer to play a popular commercial game instead of the educational game.  The evaluation has provided some important guidelines for the improvement of educational games.