{"title":"游戏化沉浸式虚拟现实(IVR)学习的设计、实现与评估:实证研究综述","authors":"Wenting Sun, Qihui Chen","doi":"10.34190/ecgbl.17.1.1619","DOIUrl":null,"url":null,"abstract":"The reduced cost of Virtual Reality (VR) technology makes it possible to be used in education. And the virtual learning scenarios in immersive virtual reality (IVR) contain some kind of gamification in the design aspects. Though some published reviews mapped the application of IVR in education, reviews about the use of gamification in IVR in education are still under research. In this review, game elements, game mechanisms, learning performance evaluation, research design, and methods were extracted from the selected empirical articles from Web of Science, Scopus, and Google Scholar after rigorous inclusion and exclusion. It found that learning interactions inside the IVR learning scenarios frequently consisted of interaction with virtual objects or equipment, interaction with avatars (non-Player Characters (NPC)), interaction with avatars (participant displayed as an avatar), and watching the video in a follow-the-machine view. The most popular three gamification mechanisms were rewards, challenges, and avatars, while the most common gamification elements utilized were content unlocking, a point system, task difficulty levels, NPC, an achievement system, role-playing, and a progress bar. Action error rates and test scores were the popular learning performance measurement metrics. In general, positive learning performance was more related to the number of game mechanisms rather than the number of game elements. Gamified IVR programs facilitated learning engagement, learning motivation, collaborative ability, declarative knowledge learning, and procedural knowledge and skills learning especially for novice trainees. Some high abstract focus areas like algebra in mathematics might not be suitable for IVR-based instruction even combined with the use of gamification. Some recommendations and future research directions were given such as how to help integrate gamified IVR learning materials with normal education or training and how to improve simulator sickness, more attention to diverse learning performance measurement, collaborative learning in IVR, learning theories or pedagogical strategies adopted in gamified IVR-based instruction.","PeriodicalId":406917,"journal":{"name":"European Conference on Games Based Learning","volume":"97 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-09-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"The Design, Implementation and Evaluation of Gamified Immersive Virtual Reality (IVR) for Learning: A Review of Empirical Studies\",\"authors\":\"Wenting Sun, Qihui Chen\",\"doi\":\"10.34190/ecgbl.17.1.1619\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The reduced cost of Virtual Reality (VR) technology makes it possible to be used in education. And the virtual learning scenarios in immersive virtual reality (IVR) contain some kind of gamification in the design aspects. Though some published reviews mapped the application of IVR in education, reviews about the use of gamification in IVR in education are still under research. In this review, game elements, game mechanisms, learning performance evaluation, research design, and methods were extracted from the selected empirical articles from Web of Science, Scopus, and Google Scholar after rigorous inclusion and exclusion. It found that learning interactions inside the IVR learning scenarios frequently consisted of interaction with virtual objects or equipment, interaction with avatars (non-Player Characters (NPC)), interaction with avatars (participant displayed as an avatar), and watching the video in a follow-the-machine view. The most popular three gamification mechanisms were rewards, challenges, and avatars, while the most common gamification elements utilized were content unlocking, a point system, task difficulty levels, NPC, an achievement system, role-playing, and a progress bar. Action error rates and test scores were the popular learning performance measurement metrics. In general, positive learning performance was more related to the number of game mechanisms rather than the number of game elements. Gamified IVR programs facilitated learning engagement, learning motivation, collaborative ability, declarative knowledge learning, and procedural knowledge and skills learning especially for novice trainees. Some high abstract focus areas like algebra in mathematics might not be suitable for IVR-based instruction even combined with the use of gamification. Some recommendations and future research directions were given such as how to help integrate gamified IVR learning materials with normal education or training and how to improve simulator sickness, more attention to diverse learning performance measurement, collaborative learning in IVR, learning theories or pedagogical strategies adopted in gamified IVR-based instruction.\",\"PeriodicalId\":406917,\"journal\":{\"name\":\"European Conference on Games Based Learning\",\"volume\":\"97 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-09-29\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"European Conference on Games Based Learning\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.34190/ecgbl.17.1.1619\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"European Conference on Games Based Learning","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.34190/ecgbl.17.1.1619","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
摘要
虚拟现实(VR)技术成本的降低使其在教育领域的应用成为可能。而沉浸式虚拟现实(IVR)中的虚拟学习场景在设计上包含了某种游戏化。虽然一些已发表的评论描绘了IVR在教育中的应用,但关于游戏化在IVR教育中的应用的评论仍在研究中。本文从Web of Science、Scopus和Google Scholar的实证文章中,经过严格的收录和排除,提取了游戏元素、游戏机制、学习绩效评价、研究设计和方法。研究发现,在IVR学习场景中的学习交互通常包括与虚拟对象或设备的交互,与虚拟角色(非玩家角色(NPC))的交互,与虚拟角色(参与者显示为虚拟角色)的交互,以及在跟随机器视图中观看视频。最受欢迎的三种游戏化机制是奖励、挑战和化身,而最常见的游戏化元素是内容解锁、点数系统、任务难度等级、NPC、成就系统、角色扮演和进度条。动作错误率和考试成绩是常用的学习绩效衡量指标。总的来说,积极的学习表现与游戏机制的数量有关,而不是与游戏元素的数量有关。游戏化的IVR程序促进了学习参与、学习动机、协作能力、陈述性知识学习、程序性知识和技能学习,尤其是对新手而言。一些高度抽象的重点领域,如数学中的代数,可能不适合基于ivr的教学,即使结合使用游戏化。提出了一些建议和未来的研究方向,如如何帮助将游戏化的IVR学习材料与正常的教育或培训相结合,如何改善模拟器病,更加关注多样化的学习绩效测量,IVR中的协作学习,基于游戏化IVR的教学中采用的学习理论或教学策略。
The Design, Implementation and Evaluation of Gamified Immersive Virtual Reality (IVR) for Learning: A Review of Empirical Studies
The reduced cost of Virtual Reality (VR) technology makes it possible to be used in education. And the virtual learning scenarios in immersive virtual reality (IVR) contain some kind of gamification in the design aspects. Though some published reviews mapped the application of IVR in education, reviews about the use of gamification in IVR in education are still under research. In this review, game elements, game mechanisms, learning performance evaluation, research design, and methods were extracted from the selected empirical articles from Web of Science, Scopus, and Google Scholar after rigorous inclusion and exclusion. It found that learning interactions inside the IVR learning scenarios frequently consisted of interaction with virtual objects or equipment, interaction with avatars (non-Player Characters (NPC)), interaction with avatars (participant displayed as an avatar), and watching the video in a follow-the-machine view. The most popular three gamification mechanisms were rewards, challenges, and avatars, while the most common gamification elements utilized were content unlocking, a point system, task difficulty levels, NPC, an achievement system, role-playing, and a progress bar. Action error rates and test scores were the popular learning performance measurement metrics. In general, positive learning performance was more related to the number of game mechanisms rather than the number of game elements. Gamified IVR programs facilitated learning engagement, learning motivation, collaborative ability, declarative knowledge learning, and procedural knowledge and skills learning especially for novice trainees. Some high abstract focus areas like algebra in mathematics might not be suitable for IVR-based instruction even combined with the use of gamification. Some recommendations and future research directions were given such as how to help integrate gamified IVR learning materials with normal education or training and how to improve simulator sickness, more attention to diverse learning performance measurement, collaborative learning in IVR, learning theories or pedagogical strategies adopted in gamified IVR-based instruction.