Title: Virtual Reality edutainment: costeffective development of personalised software applications
1Virtual Reality edutainment cost-effective
development of personalised software applications
Maria Virvou, Konstantinos Manos George
Katsionis
Department of Informatics University of
Piraeus Piraeus 18534, Greece
mvirvou_at_unipi.gr konstantinos_at_kman.gr
gkatsion_at_kman.gr
2Educational games
- The attractiveness of software games has often
been considered very useful for the creation of
attractive educational software. - Many researchers have developed projects towards
the development of software games for education
that aim at increasing the students motivation
and engagement while they learn. - Edutainment is meant to combine entertainment
with education. However, these educational games
introduced in classrooms may create additional
problems in the learning process.
3Educational games drawbacks
- Complicated design and creation of educational
VR-games for multiple teaching domains. - Computer games that are introduced in classrooms
might cause problems to some students instead of
help them in their learning process. - There is a difference at the level of expertise
on software game playing among children. - There is a need for underlying reasoning
mechanisms in the educational games that may
ensure individualised interaction.
4Problem Learning due to edutainment (not
related to the school lesson)
- As pointed out in (Yacci et al. 2004),
edutainment environments that include educational
games, demand a certain amount of effort and
learning that is not related to the instructional
goals of the school lesson that is taught - 1) Operations refer to the legal movements
and actions that a player can make inside the
game. - 2) Strategy learning refers to the overall
plot or mission of the game. - 3) Instructional Goals and Outcomes refer to
educational goals and outcomes that have value
beyond the game itself. In the case of VR-ENGAGE
the classification of usability characteristics
has to take place in relation to the 3D virtual
reality environment of the game, which adds
complexity to the user interface on top of the
operations, and strategies of game playing.
5ITSs and Educational games
- The technology of Intelligent Tutoring Systems
may provide such reasoning mechanisms. - Student modelling, has became a core or even
defining issue for the field of ITSs. - Thus combining ITSs with virtual reality games
can render educational applications both highly
adaptive to students needs and attractive for
them. - In this paper, a knowledge-based authoring tool
that can provide ITSs which operate as VR
adventure games, is discussed.
6VR-MultiAuthor
- Authoring environment for instructors who wish to
create ITSs that operate through a VR- game. - Targeted audience school children of elementary
school or secondary school. - Provide individualised instruction that takes
into account individual characteristics of
students - level and quality of knowledge of the domain
being taught - game playing skills that may affect their
learning - Student models include domain-independent
characteristics of players such as their level of
game-playing competence on top of
domain-dependent characteristics such as the
level of knowledge of a student in a particular
domain.
7VR-MultiAuthor Operation
- Operates at two levels, the authoring level and
the game level. - Authoring level human instructors provide the
domain-knowledge of their courses and create
their own personalised educational games. - Game level the created personalised educational
games are used by students who can learn while
playing.
8Authoring Level
- The initial input to VR-Multi-Author consists of
domain knowledge concerning the topic to be
taught, given by the human instructor. - The domain knowledge consists of a description of
key concepts of the domain, lessons and tests.
The domain has to be described in terms of
hierarchies, which constitute the knowledge
representation of HPR. - Then the author inserts facts that s/he wishes to
be taught to students and which are relevant to
the main concepts of the hierarchies. - Finally, VR-Multi-Author constructs tests that
consist of questions relating to the factual
knowledge of the domain.
9Game Level Virtual Reality Game
- A highly interactive Virtual Reality Game.
Similar to many commercial adventure games. - The ultimate goal of a student-player, is to
navigate through a virtual world and climb up the
mountain of knowledge. In the virtual world he - Finds agents that guide him
- Objects (keys, maps, hints) to help him
- Guards and doors bearing riddles to be solved
10Game Level Parts of Virtual Reality Game
Interface
- Inventory- list At times a player is given a key
as a bonus, in which case s/he will not have to
answer a question to get through a guarded door.
In such cases the bonus-key is kept in the
players inventory list to be used by the player
in a difficult situation where s/he does not know
an answer posed to him/her by a dragon. - Tutor-hints As part of the adventure of the game
the player may also come across certain objects
where s/he may click on. These objects appear at
random and give hints to students or guide them
to read another part of the domain being taught.
However, these hints or the parts of the theory
that are visited, are not immediately usable by
the students, since they refer to questions that
the students will have to answer at a future
location of the virtual world. - Maps The student may find his/her way in the
labyrinth by using the maps which may be
activated when the student needs them.
11Game Level The VR-Environment
12Game Level The VR-Environment
13Game Level Questions Interaction
- A guard dragon poses a question to the player
from a specific domain. - If the student player gives a correct answer then
s/he receives full points for this question and
the dragon allows the student to continue his/her
way through the door. - If the answer is not correct then the system
performs error diagnosis so that it can find out
the cause of the error.
14Game Level Answers Evaluation
- A student may give an erroneous answer due to a
typing or spelling error. Then the error is
considered superficial and the player receives
some marks. - If a player types a totally irrelevant answer
then this is considered a serious error and the
player does not receive any marks at all. - If there is an ambiguity as to what the
underlying cause of an error has been, the system
consults the players long-term model.
15Domain-Independent vs Domain-Dependent Player
Modelling
- Domain-dependent features concern the students
level of knowledge in the particular domain being
taught. These features include error categories
or lack of knowledge for specific domains. - Domain-independent features mainly concern the
players level of game playing skill. - There are also other domain-independent player
features, such as the players proneness in
making typing mistakes, spelling mistakes, etc.
16Playing skill User Interface Acquaintance
- Level of understanding of the User Interface
- It shows whether the player
- Knows concepts like Inventory, Tutor-hint,
etc. - Knows how to use facilities like the Map
- Understands the basic functionality of a Virtual
Environment - The way a student used or not used the
functionality that the game provided, revealed us
how acquainted he/she is with similar games.
17Playing skill Navigational effort
- This feature shows how well the student can
navigate through the Virtual World - We measure the frequency of actions
- Bumping into walls
- Aimless rotation around the same spot
- Aimless clicks inside the environment
- You can not expect all students to know how to
play a Virtual Reality Game.
18Playing skill VR Environment Distractions
- Many times student seemed to be overtaken by the
Virtual Environment, forgetting the real purpose
of the game. - It is very difficult to discern between actual
distraction and navigational problems or low UI
Acquaintance levels.
19Interaction of domain-dependent and
domain-independent parts of player models
20Evaluation Authoring
- The authoring tool was given to four human
teachers that taught history, biology, spelling
and mathematics respectively to the same grade of
a school. - They had been given a short training concerning
the use of the tool. - The human teachers created their lessons quite
easily. - The instructors were interviewed about the use of
VR-Multi-Author and the results revealed that the
instructors were quite happy authoring in the
environment.
21Evaluation Playing
- The experiment involved a class of 16 school
children of 11-12 years old and the four human
teachers. - After the children finished using the programs,
their and errors that were collected in their
user protocols, were given to their school
teachers. - The teachers were asked to repeat the questions
where students had originally given erroneous
answers.This would reveal the degree to which
students had learnt from their mistakes while
they used the software.
22Evaluation Playing
- The players of the educational games remembered
the correct answers to a high extent. - The educational games had achieved their aim of
being educationally effective as well as
entertaining. - The players of the educational games were
fascinated and enthusiastic by the idea of a game
in the classroom.
23Conclusions
- In this paper we presented VR-MultiAuthor, a
knowledge-based authoring tool for Intelligent
Tutoring Systems that operate as virtual reality
computer games, and focused on its player
modelling capabilities. - An educational game, has to have the ability to
distinguish between a players ability to play
the game itself and a players level of knowledge
in the particular domain being taught. - Players who are not familiar with the user
interfaces of games should be given extra help in
this respect.