Abstract. Software games are very popular among children and adolescents and thus they have often been used in educational software research projects to increase motivation of students. However, before educational software games are designed to be targeted to real classroom students there are many questions to be answered concerning the scope of motivation and attractiveness of these games. This paper investigates the extent to which learning can be combined with pleasure and vice versa so that the end users of an educational virtual reality game may gain an enjoyable learning experience. For this reason the likeability of an educational virtual reality game interface has been evaluated both in the school environment and in the home environment of student-users.
Abstract. Virtual Reality edutainment can provide pleasant environments for educating students through VR-games. However, as a side effect, it may impose extra difficulties to students due to the complexity of VR-game user interfaces. Moreover, creating tutoring systems that combine teaching with the sophisticated environments of VR-games can be very complicated for instructional designers. Solutions to these problems have been given through VRMulti-Author that provides a user-friendly authoring environment to instructional designers for the creation of personalised tutoring systems that perform student-player modelling and they operate as virtual reality adventure games. The common practice of modelling the student has been expanded to include domain-independent characteristics of players such as their level of gameplaying competence on top of domain-dependent characteristics such as the level of knowledge of a student in a particular domain.
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