2017
DOI: 10.1016/j.entcom.2016.12.001
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Gamification of Apollo lunar exploration missions for learning engagement

Abstract: The design, development, and evaluation of a serious game that gamifies the Apollo lunar exploration missions are presented. The gamification methodology and underlying implementation are motivated by the goal of game-based learning for youth and young adults and the intention to promote their interest in STEM learning. The game is a multidisciplinary composition that simulates a set of lunar roving activities including planning a traversing route, loading communication and science equipment on the lunar rover… Show more

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Cited by 22 publications
(20 citation statements)
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“…The concept of game design in this work is similar to the lunar roving game presented by Peng et al [4]. In this work, we develop a VR version of the lunar roving game, which is compared to the non-VR version presented by Peng et al [4] in terms of usability and game engagement. The game is composed of three playing phases: planning, preparing, and driving.…”
Section: Game Design Methodologymentioning
confidence: 99%
See 3 more Smart Citations
“…The concept of game design in this work is similar to the lunar roving game presented by Peng et al [4]. In this work, we develop a VR version of the lunar roving game, which is compared to the non-VR version presented by Peng et al [4] in terms of usability and game engagement. The game is composed of three playing phases: planning, preparing, and driving.…”
Section: Game Design Methodologymentioning
confidence: 99%
“…During the driving, the player operates a navigation system to determine the driving direction, control the rover's speed, and avoid overheating. The game presented by Peng et al [4] is a non-VR video game running on a PC with a single screen. The player uses a keyboard/mouse to place markers and select scientific instrument and uses a joystick to drive the rover.…”
Section: Game Design Methodologymentioning
confidence: 99%
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“…In their systematic literature review, pointed out that empirical evidence of the motivational effects of DGBL in STEM has been collected, even though the results are still scant and mainly for students aged 14 years or above. In particular, few studies have provided evidence of the motivational effects of DGBL in engineering education, such as those of and for mechanical engineering, for space engineering, and for electronic engineering.…”
Section: Introductionmentioning
confidence: 99%