虚拟现实
计算机科学
基于游戏的学习
教育游戏
数字化学习
认知
教学设计
人机交互
多媒体
心理学
数学教育
神经科学
作者
Boon Giin Lee,Huaping Tang,Fei Fang
标识
DOI:10.1109/tale56641.2023.10398330
摘要
Conventional in-person teaching methods often restrict students’ critical thinking capabilities as they adhere to rigid instructions for information acquisition. The COVID-19 pandemic has accelerated the need to explore innovative educational approaches, leading to a shift towards online education. This study focuses on digital game-based learning (DGBL), which leverages the immersive nature of games to enhance the digital learning experience. The research investigates the integration of puzzle boxes, a gamification strategy, within a virtual reality-based educational game designed for university students. The study aims to explore the design of DGBL using interconnected puzzles to develop cognitive abilities, assess the impact of puzzle boxes on learning experiences, and analyze the interactive design aspects of puzzles and puzzle boxes. Participant feedback revealed that although the puzzles presented a challenge, participants exhibited high motivation to engage with the game, perceiving it as engaging, creative, and innovative. The study highlights the potential of puzzle boxes in fostering reasoning and analytical skills, expanding the learning demands, and enhancing the overall learning experience. These findings contribute to the growing body of research on DGBL and offer valuable insights for educators and instructional designers seeking to incorporate interactive and immersive elements into their teaching methodologies.
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