Implementation and Evaluation of a Virtual Reality Learning Game for Mathematics
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Transcript of Implementation and Evaluation of a Virtual Reality Learning Game for Mathematics
M a s t e r ’ s T h e s i s
Implementation and Evaluationof a Virtual Reality Learning Gamefor Mathematics
Christof Sternig
November, 24th 2016
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Implementation and Evaluation of a Virtual Reality Learning Game for Mathematics
Table of Contents
1. Introduction
2. Prototype
3. Evaluation
4. Making in School
5. Conclusion
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Introduction
Introduction
The increasing computational power, different built-insensors and high availability of mobile devices offerinteresting possibilitiesChildren are growing up with such devices and areused to themVirtual Reality (VR) is (again) the next big thingThe Maker Movement – making and creating newthings by using available technologiesThe announcement of Google Cardboard combinesthese topicsIdea to create a VR learning game using GoogleCardboard
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Introduction
Research Questions
1. How could a VR-device be integrated into amathematical learning scenario?
2. Which lessons could be learned while evaluating thislearning scenario in a secondary school class?
3. How does the learning experience look like?
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Prototype
Idea
Challenge the player with mathematical exercises
Solve exercises by collecting the correct result
Power-ups and obstacles for deeper gameplay
Different levels to motivate the player replay
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Prototype
Navigation & Game Elements
The avatar is moving into theviewing direction
By changing the viewingdirection the avatar changesits direction
Collect digits and power-upsby “colliding” with them
The game has three differentending scenarios.
The gamerepresentation of the
power-ups.
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Prototype
Rendered Game SceneA screenshot of a game in progress.
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Prototype
Rendered Game SceneA screenshot of the game when playing in VR mode.
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Evaluation
Evaluation Setup
Took place in a secondary school (NMS Frobel)
15 pupils evaluated the prototype
Short introduction for all pupils
Splitting pupils in 5 groups
The evaluation was done group by group in aseparate room
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Evaluation
Evaluation Process
A four step process was used to evaluate theprototype.
1. Introduction
2. First playthrough
3. Second playthrough
4. Evaluation
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Evaluation
Evaluation Step
5 Statements have beenprepared for evaluation
The group rated thestatements by assigning asmiley
Every smiley was assigned aweight
The weights were added togain the final score for everystatement
Smileys and theirpoints
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Evaluation
Results Statement 1
“The game was fun.”
Group No. Points1 22 23 24 25 2
Result 10
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Evaluation
Results Statement 2
“Calculating was fun using the game.”
Group No. Points1 22 23 24 25 2
Result 10
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Evaluation
Results Statement 3
“It was easy to navigate through the virtual world.”
Group No. Points1 12 23 14 25 1
Result 7
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Evaluation
Results Statement 4
“It would be fun, playing the game together with myfriends.”
Group No. Points1 -12 23 24 25 2
Result 7
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Evaluation
Results Statement 5
“I would play the game at home.”
Group No. Points1 22 23 24 25 2
Result 10
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Making in School
Making Part
Pupils tinkered their own VR viewers to play the game
6 extra lessons were organized in school
Teachers recognized positive attitude
Highly motivated pupils
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Conclusion
Research Questions Reviewed
1. How could a VR-device be integrated into amathematical learning scenario?
Making of VR headsets in schoolUse VR games like “VR-Matherallye” to createnew learning experiences
2. Which lessons could be learned while evaluating thislearning scenario in a secondary school class?
Although the game is very simple the pupilsenjoyed it and wanted to play onKnown engine flaws did not affect fun factor
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Conclusion
Research Questions Reviewed
3. How does the learning experience look like?
Pupils are using the game to tighten previouslearned mathematical skillsRepeating of exercises to learn is augmented withgame-like elements and well-known technology
Christof SternigNovember, 24th 2016