Usability of Gamified Knowledge Learning in VR and Desktop-3D

Sebastian Oberdörfer, David Heidrich, Marc Erich Latoschik

2019 · 57 citations · 45 references

Concepts

TL;DR

Affine Transformations (ATs) are often unintuitive due to their high complexity. The study aims to develop and evaluate GEtiT, a game that directly encodes ATs and scales abstraction, including a VR version to assess immersive VR’s impact on learning. GEtiT encodes ATs directly into game mechanics, scales abstraction, and is implemented in both desktop and VR versions, which are compared in a usability user study. The study found that both desktop and VR versions of GEtiT produced intuitive learning, high flow, and good usability, with participants preferring the VR version, indicating higher learning quality.

Abstract

Affine Transformations (ATs) often escape an intuitive approach due to their high complexity. Therefore, we developed GEtiT that directly encodes ATs in its game mechanics and scales the knowledge's level of abstraction. This results in an intuitive application as well as audiovisual presentation of ATs and hence in a knowledge learning. We also developed a specific Virtual Reality (VR) version to explore the effects of immersive VR on the learning outcomes. This paper presents our approach of directly encoding abstract knowledge in game mechanics, the conceptual design of GEtiT and its technical implementation. Both versions are compared in regard to their usability in a user study. The results show that both GEtiT versions induce a high degree of flow and elicit a good intuitive use. They validate the effectiveness of the design and the resulting knowledge application requirements. Participants favored GEtiT VR thus showing a potentially higher learning quality when using VR.

References

45