2020
DOI: 10.1007/s12193-020-00348-6
|View full text |Cite
|
Sign up to set email alerts
|

Developing a scenario-based video game generation framework for computer and virtual reality environments: a comparative usability study

Abstract: Serious games-games that have additional purposes rather than only entertainment-aim to educate people, solve, and plan several real-life tasks and circumstances in an interactive, efficient, and user-friendly way. Emergency training and planning provide structured curricula, rule-based action items, and interdisciplinary collaborative entities to imitate and teach real-life tasks. This rule-based structure enables the curricula to be transferred into other systematic learning platforms. Although emergency tra… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
2
0

Year Published

2023
2023
2024
2024

Publication Types

Select...
8

Relationship

0
8

Authors

Journals

citations
Cited by 13 publications
(4 citation statements)
references
References 26 publications
0
2
0
Order By: Relevance
“…Moreover, the gamification of learning is a promising approach to education in VR as it takes advantage of the intrinsic motivation and involvement that games provide to enhance the learning experience [28,55]. By introducing game-like aspects such as points, badges, leaderboards and rewards into educational content, learners are more likely to remain interested and invested in the learning process [45,56]. VR technology is ideal for gamified learning because it allows immersive and interactive experiences that can replicate real-life situations and offer immediate feedback to learners.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…Moreover, the gamification of learning is a promising approach to education in VR as it takes advantage of the intrinsic motivation and involvement that games provide to enhance the learning experience [28,55]. By introducing game-like aspects such as points, badges, leaderboards and rewards into educational content, learners are more likely to remain interested and invested in the learning process [45,56]. VR technology is ideal for gamified learning because it allows immersive and interactive experiences that can replicate real-life situations and offer immediate feedback to learners.…”
Section: Discussionmentioning
confidence: 99%
“…VR can also help to overcome the limitations of traditional education, such as the inability to provide students with real-life experiences. VR enables students to simulate real-life scenarios and make decisions based on their experiences, allowing them to develop critical thinking skills [45].…”
Section: The Gamification Of Learningmentioning
confidence: 99%
“…Educational games make learning actionable and adaptable to different situations by using realistic scenarios. Entertainment games are based on fictional or fantasy scenarios to make the game fun and exciting [11,12].…”
Section: Methodsmentioning
confidence: 99%
“…Lighting is the work of introducing natural light into the room to make the room bright. The lighting coefficient is used as an evaluation index of lighting effect in lighting design [27][28]. Generally, indoor light mainly comes from direct sunlight, reflected light from the sky and reflected light from the room, so the expression of the daylighting coefficient at any point in the room is as follows:…”
Section: Lighting Coefficientmentioning
confidence: 99%