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Title: Virtual Reality edutainment: costeffective development of personalised software applications


1
Virtual 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
2
Educational 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.

3
Educational 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.

4
Problem 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.

5
ITSs 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.

6
VR-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.

7
VR-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.

8
Authoring 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.

9
Game 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

10
Game 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.

11
Game Level The VR-Environment
12
Game Level The VR-Environment
13
Game 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.

14
Game 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.

15
Domain-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.

16
Playing 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.

17
Playing 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.

18
Playing 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.

19
Interaction of domain-dependent and
domain-independent parts of player models
20
Evaluation 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.

21
Evaluation 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.

22
Evaluation 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.

23
Conclusions
  • 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.
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