Space games: evaluating game-based virtual reality in higher education

Lana Laskey
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Abstract

With increasing global dependence on satellite technology, space traffic has grown exponentially over the last decade. Enhanced education and training of future mission operators will be necessary to meet this growing demand. The complexity of satellite mission operations poses a challenge in education and training. Remote spacecraft are elusive and difficult for a trainee to visualize and involve a steep learning curve. However, the integration of game-based virtual reality into spacecraft simulation and training may assist in overcoming these challenges. This research study explored the integration of game-based virtual reality into a university course involving spacecraft operations. Virtual spacewalks allowed student participants to conduct visual inspections and interact directly with spacecraft components. The immersive virtual reality environment prolonged cognitive engagement and game mechanics influenced motivation, both cornerstones in learning. After completing the training scenarios, user experience was assessed with several validated scales measuring system usability, user satisfaction, cognitive loading, and any potential simulator sickness. Results revealed satisfactory scores in all categories with minimal simulator sickness. The integrated use of game-based virtual reality in the classroom provided an enhanced learning experience in a safe and repeatable environment that might be difficult with traditional teaching methods. This paper will evaluate game-based virtual reality when integrated into higher education or other training environments
太空游戏:评估高等教育中基于游戏的虚拟现实
随着全球对卫星技术的日益依赖,过去十年来空间交通呈指数级增长。为满足这一日益增长的需求,必须加强对未来特派团操作员的教育和培训。卫星任务操作的复杂性对教育和培训构成挑战。远程航天器是难以捉摸的,对一个实习生来说很难想象,并且涉及一个陡峭的学习曲线。然而,将基于游戏的虚拟现实集成到航天器模拟和训练中可能有助于克服这些挑战。本研究探讨了将基于游戏的虚拟现实整合到涉及航天器操作的大学课程中。虚拟太空行走允许学生参与者进行视觉检查,并直接与航天器部件互动。沉浸式虚拟现实环境延长了认知参与,游戏机制影响了学习动机,这两者都是学习的基础。在完成培训场景后,使用几个经过验证的量表评估用户体验,测量系统可用性、用户满意度、认知负荷和任何潜在的模拟器疾病。结果显示令人满意的分数在所有类别与最小的模拟器眩晕。基于游戏的虚拟现实在课堂上的综合使用,在一个安全和可重复的环境中提供了一种增强的学习体验,这可能是传统教学方法所难以做到的。本文将评估基于游戏的虚拟现实在高等教育或其他培训环境中的应用
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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