Gamification and Serious Games Applications in Immersive Learning Environments

A special issue of Computers (ISSN 2073-431X).

Deadline for manuscript submissions: 20 December 2024 | Viewed by 3236

Special Issue Editors


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Guest Editor
Centre for Learning Analytics, Department of Computing, University of Turku, 20500 Turku, Finland
Interests: educational technology; immersive technologies; STEM education; digital instructional design; artificial intelligence; learning analytics; educational data mining
Special Issues, Collections and Topics in MDPI journals

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Guest Editor
School of Natural Sciences, University of Patras, 26504 Rion, Greece
Interests: metaverse; virtual reality; virtual worlds; instructional design; problem-based learning; gamification; serious games; digital storytelling; open distance and digital education
Special Issues, Collections and Topics in MDPI journals

Special Issue Information

Dear Colleagues,

In the realm of education and training, the rise of advanced computer graphics and game engine software and the development of embodied, immersive interfaces have allowed practitioners to explore complex playful and gameful approaches [1] to system architecture and instructional design towards interventional sophistication. Technologies such as augmented reality (AR) and virtual reality (VR) have been utilized to craft gamified simulations, role-plays, and games with serious purposes [2]. Serious games such as escape rooms (ERs) can be designed in AR and VR to provide immersive learning experiences [3] both in STEM-related (science, technology, engineering, mathematics) fields and in the arts [4,5].

The Metaverse, as a seamless spatial computing bridge between physicality and virtuality, can provide a new frontier for meaningful integration of gamification practices in several fields and sectors [6,7]. As technology advances, it is expected that this innovative solution will be mediated by smart wearable devices, headsets, and even brain–computer interfaces with multiple sensors. These devices can provide additional user inputs that can be quantified and shared. The utilization of multi-user, social virtual worlds in the Metaverse is aligned with the proposed future gamification research agenda encompassing individualistic incentives towards communal motivation and collaborative engagement [8].

Therefore, this Special Issue aims to broaden our understanding of innovative applications of gamification and serious games within these immersive learning environments. To this end, we invite prospective authors to contribute original empirical research and in-depth reviews.

References

  1. Christopoulos, A.; Mystakidis, S. Gamification in Education. Encyclopedia 2023, 3, 1223–1243, doi:10.3390/encyclopedia3040089.
  2. Pinto, R.D.; Peixoto, B.; Melo, M.; Cabral, L.; Bessa, M. Foreign Language Learning Gamification Using Virtual Reality—A Systematic Review of Empirical Research. Education Sciences 2021, 11, 222, doi:10.3390/educsci11050222.
  3. Mystakidis, S.; Lympouridis, V. Immersive Learning. Encyclopedia 2023, 3, 396–405, doi:10.3390/encyclopedia3020026.
  4. Christopoulos, A.; Mystakidis, S.; Cachafeiro, E.; Laakso, M.-J. Escaping the Cell: Virtual Reality Escape Rooms in Biology Education. Behaviour & Information Technology 2023, 42, 1434–1451, doi:10.1080/0144929X.2022.2079560.
  5. Mystakidis, S.; Besharat, J.; Papantzikos, G.; Christopoulos, A.; Stylios, C.; Agorgianitis, S.; Tselentis, D. Design, Development, and Evaluation of a Virtual Reality Serious Game for School Fire Preparedness Training. Education Sciences 2022, 12, 281, doi:10.3390/educsci12040281.
  6. Park, S.-M.; Kim, Y.-G. A Metaverse: Taxonomy, Components, Applications, and Open Challenges. IEEE Access 2022, 10, 4209–4251, doi:10.1109/ACCESS.2021.3140175.
  7. Mystakidis, S. Metaverse. Encyclopedia 2022, 2, 486–497, doi:10.3390/encyclopedia2010031.
  8. Koivisto, J.; Hamari, J. The Rise of Motivational Information Systems: A Review of Gamification Research. International Journal of Information Management 2019, 45, 191–210, doi:10.1016/j.ijinfomgt.2018.10.013.

Dr. Athanasios Christopoulos
Prof. Dr. Stylianos Mystakidis
Guest Editors

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Keywords

  • gamification
  • serious games
  • playful design
  • game-based learning
  • storytelling
  • simulations
  • escape rooms
  • immersive learning
  • metaverse
  • extended reality (XR)
  • virtual worlds
  • virtual reality (VR)
  • augmented reality (AR)
  • mixed reality (MR)

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Published Papers (3 papers)

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14 pages, 270 KiB  
Article
The Effects of Adaptive Gamification in Science Learning: A Comparison Between Traditional Inquiry-Based Learning and Gender Differences
by Alkinoos-Ioannis Zourmpakis, Michail Kalogiannakis and Stamatios Papadakis
Computers 2024, 13(12), 324; https://doi.org/10.3390/computers13120324 - 4 Dec 2024
Viewed by 476
Abstract
Gamification has become a topic of interest for researchers and educators, particularly in science education, in the last few years. Students of all educational levels have consistently faced challenges when grasping scientific concepts. However, the effectiveness of gamification, especially in terms of academic [...] Read more.
Gamification has become a topic of interest for researchers and educators, particularly in science education, in the last few years. Students of all educational levels have consistently faced challenges when grasping scientific concepts. However, the effectiveness of gamification, especially in terms of academic performance, has shown mixed results. This has led researchers to explore a new alternative approach, adaptive gamification. Our study compared the effects of adaptive gamification with traditional inquiry-based learning. Two classes of 9-year-old students participated, with the experimental group using adaptive gamification and the control group following a more conventional teaching approach using inquiry-based lessons and experiments. Both groups were tested before and after the lessons, and their results were analyzed using SPSS. The findings revealed that while both groups showed a significant difference after the lessons, the experimental group had significantly higher scores than the control group. Particularly significant results were observed regarding learning improvements based on students’ gender, with female and male students in the experimental group demonstrating significant improvement. In contrast, in the control group, only the male students displayed significant learning improvement. This research contributes significantly to the relatively new field of adaptive gamification in science education and the improvement of students’ science learning, particularly in the context of gender differences. Full article
24 pages, 1191 KiB  
Article
Usability Heuristics for Metaverse
by Khalil Omar, Hussam Fakhouri, Jamal Zraqou and Jorge Marx Gómez
Computers 2024, 13(9), 222; https://doi.org/10.3390/computers13090222 - 6 Sep 2024
Cited by 1 | Viewed by 1170
Abstract
The inclusion of usability heuristics into the metaverse is aimed at solving the unique issues raised by virtual reality (VR), augmented reality (AR), and mixed reality (MR) environments. This research points out the usability challenges of metaverse user interfaces (UIs), such as information [...] Read more.
The inclusion of usability heuristics into the metaverse is aimed at solving the unique issues raised by virtual reality (VR), augmented reality (AR), and mixed reality (MR) environments. This research points out the usability challenges of metaverse user interfaces (UIs), such as information overloading, complex navigation, and the need for intuitive control mechanisms in these immersive spaces. By adapting the existing usability models to suit the metaverse context, this study presents a detailed list of heuristics and sub-heuristics that are designed to improve the overall usability of metaverse UIs. These heuristics are essential when it comes to creating user-friendly, inclusive, and captivating virtual environments (VEs) that take care of the needs of three-dimensional interactions, social dynamics demands, and integration with digital–physical worlds. It should be noted that these heuristics have to keep up with new technological advancements, as well as changing expectations from users, hence ensuring a positive user experience (UX) within the metaverse. Full article
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18 pages, 10704 KiB  
Article
Virtual Reality Integration for Enhanced Engineering Education and Experimentation: A Focus on Active Thermography
by Ilario Strazzeri, Arnaud Notebaert, Camila Barros, Julien Quinten and Anthonin Demarbaix
Computers 2024, 13(8), 199; https://doi.org/10.3390/computers13080199 - 15 Aug 2024
Viewed by 951
Abstract
The interconnection between engineering simulations, real-world experiments, and virtual reality remains underutilised in engineering. This study addresses this gap by implementing such interconnections, focusing on active thermography for a carbon fibre plate in the aerospace domain. Six scenarios based on three parameters were [...] Read more.
The interconnection between engineering simulations, real-world experiments, and virtual reality remains underutilised in engineering. This study addresses this gap by implementing such interconnections, focusing on active thermography for a carbon fibre plate in the aerospace domain. Six scenarios based on three parameters were simulated using ComSol Multiphysics 6.2 and validated experimentally. The results were then integrated into a virtual reality serious game developed with Unreal Engine 5.3.2 and aimed at educating users on thermography principles and aiding rapid experimental condition analysis. Users are immersed in a 3D representation of the research laboratory, allowing interaction with the environment, understanding thermographic setups, accessing instructional videos, and analysing results as graphs or animations. This serious game helps users determine the optimal scenario for a given problem, enhance thermography principle comprehension, and achieve results more swiftly than through real-world experimentation. This innovative approach bridges the gap between simulations and practical experiments, providing a more engaging and efficient learning experience in engineering education. It highlights the potential of integrating simulations, experiments, and virtual reality to improve understanding and efficiency in engineering. Full article
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