Investigating Immersion and Learning in a Low-Embodied versus High-Embodied Digital Educational Game: Lessons Learned from an Implementation in an Authentic School Classroom
Abstract
:1. Introduction
2. Theoretical Background
2.1. Defining Immersion in HCI
2.2. Immersion in Embodied Digital Games
2.3. Learning with Embodied Digital Games
2.4. Designing for Immersive Learning Experiences in Embodied Digital Games
3. Rationale and Research Questions
- Is there a difference in children’s experienced immersion between the low- and high-embodied digital educational game conditions?
- What were the main factors contributing to experienced immersion in the two conditions, as perceived by the children?
- Is there a difference in children’s learning gains on content knowledge between the low- and high-embodied digital educational game conditions?
4. Materials and Methods
4.1. Participants
4.2. Research Design
4.3. The Digital Game
4.4. The Interventions
4.5. Data Collection and Analysis
4.5.1. Baseline Data
4.5.2. Pre-Post Conceptual Tests
4.5.3. Immersion Survey
- The Engagement scale, which is comprised of three subscales with a total of 9 items (Cronbach’s alpha = 0.86): Attraction (4 items, Cronbach’s alpha = 0.81), Usability (2 items, Cronbach’s alpha = 0.73), and Time investment (3 items, Cronbach’s alpha = 0.70);
- The Engrossment scale, which is comprised of two subscales with a total of 7 items (Cronbach’s alpha = 0.86): Decreased perceptions (4 items, Cronbach’s alpha = 0.79) and Emotional attachment (3 items, Cronbach’s alpha = 0.79);
- The Total Immersion scale, which is comprised of two subscales with a total of 8 items (Cronbach’s alpha = 0.92): Presence (4 items, Cronbach’s alpha = 0.88) and Empathy (4 items, Cronbach’s alpha = 0.87).
4.5.4. Post-Activity Interviews
5. Results
5.1. Setting the Baseline
5.2. Learning Gains
5.3. Experienced Immersion
5.4. Factors Affecting Immersion
5.4.1. Media Form Related Factors
“There was a large screen which seemed nicer and easier. I could see everything in that big screen. I could have better control of the game, and I could feel like being in the game!”[#Boy -I-, Kinect-based version]
“Often, it was difficult for us to play the game using our hands. It was difficult to close your hand in a way that… We had to repeat the hand closing action several times for the game to capture our movement!”[#Boy -P-, Kinect-based version]
“Sometimes there were problems with the technology. The game blocked, and our hand signal was not appearing on the screen or was presented in a wrong position. This cost us time as we had to wait for the problem to be resolved!”[#Boy -I-, Kinect-based version]
“I would prefer playing the game in front of bigger screen. I would like to play the game and move within the game world via a bigger screen.”[#Girl -E-, Desktop-based version]
“Handling the game via the mouse was really easy. All you needed to do was just a ‘click’!”[#Boy -A-, Desktop-based version]
5.4.2. Media Content Related Factors
“I liked the game’s narrative plot as there was an alien trying to go back to his planet. We had to feed the alien with healthy foods. I liked the fact that every new planet was a new stage in the game with a new activity to do. It was an educational game because you could learn about nutrients in food.”[#Girl -L-, Desktop-based version]
“In some parts of the game the time that we had was limited. It would be nice to have more time. In some cases, we were not able to complete the tasks as we had only a few seconds to think and act.”[#Boy -E-, Kinect-based version]
5.4.3. Context Related Factors
“During the gameplay we were helping each other. We would see the food combinations, we would discuss them, we would compare them and exchange our ideas, and then we would make a selection. We had a great fun during our collaboration!”[#Girl -A-, Desktop-based version]
“The game was for a single player. All the other members of the group stayed aside, they had conversations with each other about topics unrelated to the game’s content and they were often not concentrated in their team members’ actions.”[#Girl -A-, Kinect-based version]
6. Discussion
6.1. Experienced Immersion
6.2. Factors Affecting Immersion
6.3. Learning Gains
7. Limitations and Future Studies
8. Conclusions and Implications
- Develop embodied digital educational games that integrate intuitive movements and natural interactions that resemble movements in real life and are aligned to the users’ skills, needs, and expectations.
- Organize a training/demonstration session before the gaming activity to allow the children to familiarize themselves with the gaming controls as well as with the technological affordances and limitations of the game.
- Introduce and discuss with the children the learning topic before the gaming activity, as this could reduce the tasks’ difficulty embedded in the game.
- Plan for a classroom set-up which allows up to four Kinect-based stations (one per classroom side), splitting children’s groups among the four sides of the classroom, to avoid inter-group interventions and subsequent distractions.
- Work with smaller cohorts of children (up to 12 children) and divide them in groups of 2–3 members per Kinect station, rather than bigger groups.
- Contextualize the game in a scripted collaborative setting, where clear roles, responsibilities, and even turn taking will be clear to all members of the group.
- Proceed with the development of build-in collaboration features in high-embodied digital educational games, to involve simultaneously all the group members in the gameplay.
- Develop and implement high-embodied digital educational games with improved audio-visual characteristics for overpowering the sensory information derived from the physical world.
- Develop tools for orchestration that allow the collection of data generated by the activity (e.g., multimodal interactions, learning analytics), their dynamic processing, and their use to support and enhance the embodied learning and teaching processes.
Author Contributions
Funding
Acknowledgments
Conflicts of Interest
References
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Game Modes | Rules | Game Mechanics |
---|---|---|
Food Selection Game Mode |
|
|
Quick Sort Game Mode |
|
|
Build a Meal Game Mode |
|
|
Ship Runner Game Mode |
|
|
Condition 1 Kinect-Based Game | Condition 2 Desktop-Based Game | Z | |||
---|---|---|---|---|---|
Mean | SD | Mean | SD | ||
Gaming attitudes | 3.38 | 0.65 | 3.23 | 0.63 | −0.54 |
Attitudes towards computers | 3.93 | 0.70 | 3.71 | 0.79 | −0.87 |
Condition 1 Kinect-Based Game | Condition 2 Desktop-Based Game | Z | |||
---|---|---|---|---|---|
Mean | SD | Mean | SD | ||
Pre-test scores | 1.33 | 1.49 | 1.40 | 1.60 | −0.26 |
Post-test scores | 5.52 | 2.99 | 7.05 | 2.81 | −1.84 |
Normalized learning gains | 0.30 | 0.14 | 0.22 | 0.18 | −1.52 |
Condition 1 Kinect-Based Game | Condition 2 Desktop-Based Game | Z | |||
---|---|---|---|---|---|
Mean | SD | Mean | SD | ||
L1-Engagement: Attraction | 4.24 | 0.86 | 4.34 | 0.69 | −0.29 |
L1-Engagement: Usability | 3.29 | 1.03 | 3.95 | 0.78 | −2.09 * |
L1-Engagement: Time investment | 3.65 | 0.90 | 4.00 | 0.75 | −1.21 |
L2-Engrossment: Decreased perceptions | 3.29 | 0.65 | 3.28 | 1.07 | −0.40 |
L2-Engrossment: Emotional attachment | 3.83 | 0.91 | 3.70 | 0.72 | −0.72 |
L3-Total immersion: Presence | 3.49 | 0.79 | 3.23 | 1.22 | −0.75 |
L3-Total immersion: Empathy | 3.29 | 1.02 | 3.18 | 1.12 | −0.20 |
Codes (Student Comments) | Condition 1 Kinect-Based Game * | Condition 2 Desktop-Based Game * | |
---|---|---|---|
Media-related factors [Media form] | Projection (size of the screen) | √ | x |
Interface (use of novel technologies) | √ | x | |
Controls (user-friendliness of the gaming controls) | x | √ | |
Bodily movement (players’ kinesthetic activity) | √ | n/a | |
Embodiment (gesture-based interactions) | √ | n/a | |
Single-player mode (lack of multiplayer affordances) | x | x | |
Synchronization (belated projection of movements on the screen) | x | n/a | |
Technical bugs (due to players’ proximity to the Kinect camera) | x | n/a | |
Media-related factors [Media content] | Narrative plot (storyline framing the learning tasks) | √ | √ |
Gaming features (points and rewards) | √ | √ | |
Learning nature (innovative educational approach) | √ | √ | |
Scaffolding (available hints and prompts) | √ | √ | |
Unrealistic items (virtual objects of low fidelity and realism) | x | x | |
Time pressure (tasks to be completed in limited timeframe) | x | x | |
Task difficulty (level of the gaming challenges) | x | x | |
Navigation (ways of navigating the game) | x | x | |
Context-related factors | Peer feedback (support provided by the groupmates) | √ | √ |
Collaboration (dialogue, exchange of views and ideas) | √ | √ | |
Waiting time (time in queue between turns) | x | n/a | |
Classroom arrangement (other groups’ interventions) | x | n/a | |
Classroom noise (external sounds/noise) | x | x |
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Georgiou, Y.; Ioannou, A.; Ioannou, M. Investigating Immersion and Learning in a Low-Embodied versus High-Embodied Digital Educational Game: Lessons Learned from an Implementation in an Authentic School Classroom. Multimodal Technol. Interact. 2019, 3, 68. https://doi.org/10.3390/mti3040068
Georgiou Y, Ioannou A, Ioannou M. Investigating Immersion and Learning in a Low-Embodied versus High-Embodied Digital Educational Game: Lessons Learned from an Implementation in an Authentic School Classroom. Multimodal Technologies and Interaction. 2019; 3(4):68. https://doi.org/10.3390/mti3040068
Chicago/Turabian StyleGeorgiou, Yiannis, Andri Ioannou, and Marianna Ioannou. 2019. "Investigating Immersion and Learning in a Low-Embodied versus High-Embodied Digital Educational Game: Lessons Learned from an Implementation in an Authentic School Classroom" Multimodal Technologies and Interaction 3, no. 4: 68. https://doi.org/10.3390/mti3040068