skip to main content


Title: A Formative Evaluation on a Virtual Reality Game-Based Learning System for Teaching Introductory Archaeology
Virtual reality (VR) holds great potential for instructional and educational purposes as it is capable of immersing learners cognitively, physiologically, and emotionally by transcending physical limitations and boundaries, so learners can acquire experiences otherwise unattainable. A case in point is a VR learning environment that allows archaeology instructors to teach a variety of concepts and skills on archaeological fieldwork without bringing students to actual archaeological sites. A VR environment would also enable students to practice newly acquired skills in a safer and more affordable space than physically visiting the sites. VR alone, however, is insufficient to engage learners. Therefore, we identify game-based learning strategies to guide the development of the VR archaeology environment by incorporating game structure, game involvement, and game appeal into the design. The presentation reports an NSF-funded project that utilizes the HTC Vive VR system to host a game-based learning environment for teaching introductory archaeology classes in a US Midwestern university. The manuscript reports the design, development, and formative evaluation of the VR archaeology game grounded in learners’ motivational and cognitive processes. In particular, the formative evaluation findings, based on 40 participants' responses, reveal various design opportunities and challenges for designing game-based learning experience in virtual reality environments.  more » « less
Award ID(s):
1736235
NSF-PAR ID:
10203625
Author(s) / Creator(s):
; ; ; ; ;
Date Published:
Journal Name:
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education
Page Range / eLocation ID:
605-611
Format(s):
Medium: X
Sponsoring Org:
National Science Foundation
More Like this
  1. null (Ed.)
    Like many natural sciences, a critical component of archaeology is field work. Despite its importance, field opportunities are available to few students for financial and logistical reasons. With little exposure to archaeological research, fewer students are entering archaeology, particularly minority students (Smith 2004; Wilson 2015). To counter these trends, we have leveraged the ongoing revolution in consumer electronics for the current, digitally-empowered generation by creating a game-based, virtual archaeology curriculum to 1) teach foundational principles of a discipline that is challenging to present in a traditional classroom by using sensory and cognitive immersion; and, 2) allow wider access to a field science that has previously been limited to only select students. Virtual reality (VR) is computer technology that creates a simulated three-dimensional world for a user to experience in a bodily way, thereby transforming data analysis into a sensory and cognitive experience. Using a widely-available, room-scale, VR platform, we have created a virtual archaeological excavation experience that conveys two overarching classroom objectives: 1) teach the physical methods of archaeological excavation by providing the setting and tools for a student to actively engage in field work; and, 2) teach archaeological concepts using a scientific approach to problem solving by couching them within a role-playing game. The current prototype was developed with the HTC Vive VR platform, which includes a headset, hand controllers, and two base stations to track the position and orientation of the user’s head and hands within a 4x4 meter area. Environments were developed using Unreal Engine 4, an open source gaming engine, to maximize usability for different audiences, learning objectives, and skill levels. Given the inherent fun of games and widespread interest in archaeology and cultural heritage, the results of this research are adaptable and applicable to learners of all ages in formal and informal educational settings. 
    more » « less
  2. null (Ed.)
    While virtual reality (VR) might be effective in engaging learners with authentic and immersive learning experiences, current literature is lacking in understanding the relationship between learners’ perceived cognitive loads and motivational support. In addition, it is unclear as to how the incorporation of game-based learning strategies might impact the overall efficacy of VR for instructional purposes. The presentation reports a NSF-funded project that utilizes the HTC Vive VR system to host a game-based VR learning environment for teaching introductory archaeology classes in a US Midwestern university. The presentation will also report the results of multiple regression analyses to delineate relationships between cognitive loads and motivational components based on survey responses of 106 participants. The presentation will conclude by discussing game-based VR design opportunities and challenges in terms of the role of motivational design, design efficiencies and their unintended consequences. 
    more » « less
  3. Engineering education aims to create a learning environment capable of developing vital engineering skill sets, preparing students to enter the workforce and succeed as future leaders. With all the rapid technological advancements, new engineering challenges continuously emerge, impeding the development of engineering skills. This insufficiency in developing the required skills resulted in high regression rates in students’ GPAs, resulting in industries reporting graduates’ unsatisfactory performance. From a pedagogical perspective, this problem is highly correlated with traditional learning methods that are inadequate for engaging students and improving their learning experience when adopted alone. Accordingly, educators have incorporated new learning methodologies to address the pre-defined problem and enhance the students’ learning experience. However, many of the currently adopted teaching methods still lack the potential to expose students to practical examples, and they are inefficient among engineering students, who tend to be active learners and prefer to use a variety of senses. To address this, our research team proposes integrating the technology of virtual reality (VR) into the laboratory work of engineering technology courses to improve the students’ learning experience and engagement. VR technology, an immersive high-tech media, was adopted to develop an interactive teaching module on hydraulic gripper designs in a VR construction-like environment. The module aims to expose engineering technology students to real-life applications by providing a more visceral experience than screen-based media through the generation of fully computer-simulated environments in which everything is digitized. This work presents the development and implementation of the VR construction lab module and the corresponding gripper designs. The virtual gripper models are developed using Oculus Virtual Reality (OVR) Metrics Tool for Unity, a Steam VR Overlay utility created to make visualizing the desktop in a VR setting simple and intuitive. The execution of the module comprises building the VR environment, designing and importing the gripper models, and creating a user-interface VR environment to visualize and interact with the model (gripper assembly/mechanism testing). Besides the visualization, manipulation, and interaction, the developed VR system allows for additional features like displaying technical information, guiding students throughout the assembly process, and other specialized options. Thus, the developed interactive VR module will serve as a perpetual mutable platform that can be readily adjusted to allow future add-ons to address future educational opportunities. 
    more » « less
  4. null (Ed.)
    Problem-solving focuses on defining and analyzing problems, then finding viable solutions through an iterative process that requires brainstorming and understanding of what is known and what is unknown in the problem space. With rapid changes of economic landscape in the United States, new types of jobs emerge when new industries are created. Employers report that problem-solving is the most important skill they are looking for in job applicants. However, there are major concerns about the lack of problem-solving skills in engineering students. This lack of problem-solving skills calls for an approach to measure and enhance these skills. In this research, we propose to understand and improve problem-solving skills in engineering education by integrating eye-tracking sensing with virtual reality (VR) manufacturing. First, we simulate a manufacturing system in a VR game environment that we call a VR learning factory. The VR learning factory is built in the Unity game engine with the HTC Vive VR system for navigation and motion tracking. The headset is custom-fitted with Tobii eye-tracking technology, allowing the system to identify the coordinates and objects that a user is looking at, at any given time during the simulation. In the environment, engineering students can see through the headset a virtual manufacturing environment composed of a series of workstations and are able to interact with workpieces in the virtual environment. For example, a student can pick up virtual plastic bricks and assemble them together using the wireless controller in hand. Second, engineering students are asked to design and assemble car toys that satisfy predefined customer requirements while minimizing the total cost of production. Third, data-driven models are developed to analyze eye-movement patterns of engineering students. For instance, problem-solving skills are measured by the extent to which the eye-movement patterns of engineering students are similar to the pattern of a subject matter expert (SME), an ideal person who sets the expert criterion for the car toy assembly process. Benchmark experiments are conducted with a comprehensive measure of performance metrics such as cycle time, the number of station switches, weight, price, and quality of car toys. Experimental results show that eye-tracking modeling is efficient and effective to measure problem-solving skills of engineering students. The proposed VR learning factory was integrated into undergraduate manufacturing courses to enhance student learning and problem-solving skills. 
    more » « less
  5. A solid understanding of electromagnetic (E&M) theory is key to the education of electrical engineering students. However, these concepts are notoriously challenging for students to learn, due to the difficulty in grasping abstract concepts such as the electric force as an invisible force that is acting at a distance, or how electromagnetic radiation is permeating and propagating in space. Building physical intuition to manipulate these abstractions requires means to visualize them in a three-dimensional space. This project involves the development of 3D visualizations of abstract E&M concepts in Virtual Reality (VR), in an immersive, exploratory, and engaging environment. VR provides the means of exploration, to construct visuals and manipulable objects to represent knowledge. This leads to a constructivist way of learning, in the sense that students are allowed to build their own knowledge from meaningful experiences. In addition, the VR labs replace the cost of hands-on labs, by recreating the experiments and experiences on Virtual Reality platforms. The development of the VR labs for E&M courses involves four distinct phases: (I) Lab Design, (II) Experience Design, (III) Software Development, and (IV) User Testing. During phase I, the learning goals and possible outcomes are clearly defined, to provide context for the VR laboratory experience, and to identify possible technical constraints pertaining to the specific laboratory exercise. During stage II, the environment (the world) the player (user) will experience is designed, along with the foundational elements, such as ways of navigation, key actions, and immersion elements. During stage III, the software is generated as part of the course projects for the Virtual Reality course taught in the Computer Science Department at the same university, or as part of independent research projects involving engineering students. This reflects the strong educational impact of this project, as it allows students to contribute to the educational experiences of their peers. During phase IV, the VR experiences are played by different types of audiences that fit the player type. The team collects feedback and if needed, implements changes. The pilot VR Lab, introduced as an additional instructional tool for the E&M course during the Fall 2019, engaged over 100 students in the program, where in addition to the regular lectures, students attended one hour per week in the E&M VR lab. Student competencies around conceptual understanding of electromagnetism topics are measured via formative and summative assessments. To evaluate the effectiveness of VR learning, each lab is followed by a 10-minute multiple-choice test, designed to measure conceptual understanding of the various topics, rather than the ability to simply manipulate equations. This paper discusses the implementation and the pedagogy of the Virtual Reality laboratory experiences to visualize concepts in E&M, with examples for specific labs, as well as challenges, and student feedback with the new approach. We will also discuss the integration of the 3D visualizations into lab exercises, and the design of the student assessment tools used to assess the knowledge gain when the VR technology is employed. 
    more » « less