Title: Evaluation of a Virtual Reality Game for Education
1Evaluation of a Virtual Reality Game for
Education
Maria Virvou, Constantinos Manos, George
Katsionis, Kalliopi Tourtoglou
Department of Informatics University of
Piraeus Piraeus 18534, Greece
mvirvou_at_unipi.gr kman_at_singular.gr
gkatsion_at_singular.gr ktourtog_at_internet.gr
2Evaluation of educational software
Evaluation is a crucial part of the design
process of educational software that has to be
iterative to a large extend.
The educational material must be tried out on
students and refined and then tried again and the
cycle continued for as long as necessary (Jones
et al.,1993)
3The Multi-Tutor Game
- A virtual reality game that teaches students
- several subjects such as mathematics, history,
- geography and spelling.
- It aims at increasing student's engagement by
- providing a popular and motivating VR environment.
4The Multi-Tutor Game
Each domain is taught in a different VR world
- History is taught in a virtual world of lands
- with castles and warriors.
- Biology is taught in a virtual water
- world.
- Spelling is taught in a virtual world of
- woods.
- Mathematics is taught in a virtual
- world of planets of the outer space.
5Images
6The Multi-Tutor Game
- The player tries to reach the
- "land of knowledge" and find the
- treasure which is hidden there.
- To achieve this, the player has to
- obtain a good score, which is
- accumulated by all four domains.
- The game aims at motivating students
- to have a good standard in lessons
- which are different from each other.
7The Multi-Tutor Game
- Common student modelling component
- for all four domains.
- Error diagnosis The student receives
- points for his/her total score
- depending on the severity of the error.
- Domain independent student features are
- common for all four domains (e.g carelessness/
- carefulness of the student)
8Evaluation
One important aspect of the evaluation is the
reason why educational software is adopted in the
first place , i.e. what the underlying rationale
is (Jones et al.,1993)
In the case of the Multi-Tutor Game, the
objective was To make educational software
more engaging and motivating than other forms of
software while retaining and even improving the
underlying reasoning mechanisms.
9Parts of the evaluation
One part Comparison between The Multi-Tutor
Game and educational software with a
conventional user interface but with the same
underlying reasoning mechanisms.
Second part Finding out the extend to which
the Multi-Tutor Game could be used by children at
their leisure time.
10Classroom experiment participants
- 16 school children of 11-12 years old.
- 4 human teachers of history,
- biology, spelling and mathematics
- respectively.
- 2 computer assistants.
11Classroom experiment
- A class of 16 school children
- were divided into two groups of
- 8 children.
- The first group were given the
- the Multi-Tutor Game to work with.
- The second group were given
- educational software with a simple
- interface but with the same
- underlying mechanisms.
12Classroom experiment results
- After having interacted with the software,
- the players of the Multi-Tutor Game
- remembered the correct answers to a
- higher extend than the other group.
- This showed that the game had
- achieved its aim of being at least
- as effective as conventional educational
- software in the learning outcomes
- (in fact slightly better)
13Classroom experiment results
Time On average, the students who had used the
Multi-Tutor Game had spent more time with the
system. a) More to explore the game. b) More
time to read lessons. This showed that the
Multi-Tutor Game was indeed more engaging.
14Classroom experiment results
- Interviews
- The players of the Multi-Tutor Game
- were fascinated by the idea of a
- game in the classroom.
- They were more enthusiastic about the
- software they had used than the other
- group of students.
15Lab experiment
- Assessment of the entertaining effects
- of the Multi-Tutor Game.
- 20 children of 11-12 years old from
- the same school and class.
- No human teachers present.
- 3 computer assistants.
16Lab experiment results
- Since the game was not a school
- assignment, children focused
- on the game environment.
- 73 pointed out that the game
- would be better as a game if
- it was more adventurous with
- more sounds and more virtual
- objects.
17Lab experiment results
- 46 commented on the educational
- aspect of the game and said
- they had liked it.
- 35 made no comment.
- 19 said that they were annoyed by
- the fact that the game reminded
- them of the school syllabus.
- However, most of them remembered what
- they had learned from the game in
- the domain of lessons.
18Conclusions
- Children would be quite happy
- to work with a computer game
- which represents a more amusing
- teaching fashion than that of
- conventional educational software.
- The educational benefits of the
- game are at least as good as
- those of conventional educational
- software.
19Future work
- Children are quite familiar with
- commercial games and therefore
- they have high expectations from
- the game environment.
- The virtual environment of the Multi-Tutor
- Game is planned to be enhanced in
- the near future.