Andrew Pressman, Tyler J. Ramdass, Patricia L. Walls, Vitaly Ford, Victoria Turygina
{"title":"Utilizing virtual reality game design to improve problem solving and logical thinking skills","authors":"Andrew Pressman, Tyler J. Ramdass, Patricia L. Walls, Vitaly Ford, Victoria Turygina","doi":"10.1063/5.0081422","DOIUrl":null,"url":null,"abstract":". In an ever-changing society, educators are constantly looking for new ways to engage and stimulate students. To that end, games have been used as a tool to develop problem-solving and critical thinking skills to make learning interesting. The key to making a game that effectively serves this purpose is rooted in tenets of proper game design. A primary component is the contrast between the appearance of the end goal and the path a player must take to reach it: the goal should always be clearly defined, but the way forward does not need to be readily apparent. This requires the player to carefully solve the problem step-by-step as if the task was designing a procedure or program. However, another major component is the difficulty. While provoking thought is paramount, the game should never be unfair. A fair, yet difficult game retains the player, but lacking either fairness or difficulty will result in frustration or boredom, respectively. To further advance game design, we look to Virtual Reality (VR), which has come into prominence in recent years at the forefront of interactive technological experiences by allowing users to immerse themselves in said experiences. VR has the potential to greatly advance the academic, gaming, and recreational landscapes, allowing for new and unique experiences that can revolutionize how we learn about and interact with the world.","PeriodicalId":335959,"journal":{"name":"INTERNATIONAL CONFERENCE OF NUMERICAL ANALYSIS AND APPLIED MATHEMATICS ICNAAM 2020","volume":"49 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"INTERNATIONAL CONFERENCE OF NUMERICAL ANALYSIS AND APPLIED MATHEMATICS ICNAAM 2020","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1063/5.0081422","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
Abstract
. In an ever-changing society, educators are constantly looking for new ways to engage and stimulate students. To that end, games have been used as a tool to develop problem-solving and critical thinking skills to make learning interesting. The key to making a game that effectively serves this purpose is rooted in tenets of proper game design. A primary component is the contrast between the appearance of the end goal and the path a player must take to reach it: the goal should always be clearly defined, but the way forward does not need to be readily apparent. This requires the player to carefully solve the problem step-by-step as if the task was designing a procedure or program. However, another major component is the difficulty. While provoking thought is paramount, the game should never be unfair. A fair, yet difficult game retains the player, but lacking either fairness or difficulty will result in frustration or boredom, respectively. To further advance game design, we look to Virtual Reality (VR), which has come into prominence in recent years at the forefront of interactive technological experiences by allowing users to immerse themselves in said experiences. VR has the potential to greatly advance the academic, gaming, and recreational landscapes, allowing for new and unique experiences that can revolutionize how we learn about and interact with the world.