Interactive Educational Game for Chemistry in Virtual Reality with User Gesture Interactions via Smartwatches

Resumo


This article explores a ludic approach to disseminating knowledge through a prototype of an interactive mobile virtual reality (mVR) game centered on chemistry education. Targeted at high-school students and chemistry undergraduates, with varying levels of prior knowledge, the game utilizes immersive experiences to encourage and facilitate learning. It discusses various interaction methods suitable for exploration-based mVR games, highlighting the integration of external devices like smartwatches. These devices enable dynamic ways of interaction via the continuous gesture recognition algorithm, enhancing user engagement and interaction within the virtual environment.
Palavras-chave: Virtual Reality, Exploratory Games, Smartwatch, Immersive Learning, Continuous Gesture Recognition

Referências

Boel, C., Rotsaert, T., Schellens, T., & Valcke, M. (2021). Six years after Google Cardboard: what has happened in the classroom? A scoping review of empirical research on the use of immersive virtual reality in secondary education. In 13th International Conference on Education and New Learning Technologies. IATED, 7504–7513.

Castro, M. S. de, Gomes, P. R. I., & Nascimento, T. H. (2024). Exploring Interaction in a Virtual Music Studio through Gesture Recognition on Smartwatches and HMD Devices. In Proceedings of the 25th Symposium on Virtual and Augmented Reality (Rio Grande, Brazil) (SVR ’23). Association for Computing Machinery, New York, NY, USA, 284–288. DOI: 10.1145/3625008.3625049

Castro, M. S. de, Gomes, P. R. I., & Nascimento, T. H. (2024). Integration of Smartwatches in Low-Cost Virtual Environments: A Systematic Literature Review with Emphasis on Cardboard Devices. In Proceedings of the 25th Symposium on Virtual and Augmented Reality (Rio Grande, Brazil) (SVR ’23). Association for Computing Machinery, New York, NY, USA, 279–283. DOI: 10.1145/3625008.3625048

Cunha, M. B. da. (2012). Jogos no ensino de química: considerações teóricas para sua utilização em sala de aula. Química Nova na Escola, São Paulo, [s. L.] 34, 2, 92–98.

Falkembach, G. A. M. (2006). O lúdico e os jogos educacionais. CINTED-Centro Interdisciplinar de Novas Tecnologias na Educação, UFRGS, 911.

Ferreira, M. A. (1998). O jogo no ensino de ciências: limites e possibilidades. Santa Maria, UFSM, 1998, 374f. Ph. D. Dissertation. Dissertação (Mestrado em Educação) Universidade Federal de Santa Maria.

Hobsteter, A. W., Stabile, S., Mascaro, E., & Silbestri, G. F. (2022). Activities Carried Out in the Basic Organic Chemistry Virtual Course for First-Year Agronomic Engineering Students: Quick Question/Answer Games Using Available Applications. Journal of Chemical Education, 100, 2, 969–973.

Karayilan, M., McDonald, S. M., Bahnick, A. J., Godwin, K. M., Chan, Y. M., & Becker, M. L. (2022). Reassessing undergraduate polymer chemistry laboratory experiments for virtual learning environments. Journal of chemical education, 99, 5, 1877–1889.

Kristensson, P. O., & Denby, L. C. (2011). Continuous recognition and visualization of pen strokes and touch-screen gestures. In Proceedings of the Eighth Eurographics Symposium on Sketch-Based Interfaces and Modeling (Vancouver, British Columbia, Canada) (SBIM ’11). Association for Computing Machinery, New York, NY, USA, 95–102. DOI: 10.1145/2021164.2021181

Messeder Neto, H. da S. (2022). O ENSINO DA QUÍMICA NA PEDAGOGIA HISTÓRICO-CRÍTICA: CONSIDERAÇÕES SOBRE CONTEÚDO E FORMA PARA PENSARMOS O TRABALHO PEDAGÓGICO CONCRETO. Investigações em Ensino de Ciências, 27, 2, 271–293. DOI: 10.22600/1518-8795.ienci2022v27n2p271

Nascimento, T. H., Fernandes, D., Vieira, G., Felix, J., Castro, M., & Soares, F. (2023). MazeVR: Immersion and Interaction Using Google Cardboard and Continuous Gesture Recognition on Smartwatches. In Proceedings of the 28th International ACM Conference on 3D Web Technology (Web3D ’23). Association for Computing Machinery, New York, NY, USA, Article 18, 5 pages. DOI: 10.1145/3611314.3615912

Nascimento, T. H., Soares, F. A. M. N., Oliveira, D. V., Salvini, R. L., Costa, R. M., & Gonçalves, C. (2017). Method for Text Input with Google Cardboard: An Approach Using Smartwatches and Continuous Gesture Recognition. In 2017 19th Symposium on Virtual and Augmented Reality (SVR). 223–226. DOI: 10.1109/SVR.2017.36

Nascimento, T. H., & Soares, F. (2020). WatchControl: a control for interactive movie using continuous gesture recognition in smartwatches. Journal of Information Processing, 28, 643–649.

Powell, W., Powell, V., Brown, P., Cook, M., & Uddin, J. (2016). Getting around in Google Cardboard–exploring navigation preferences with low-cost mobile VR. In 2016 IEEE 2nd workshop on everyday virtual reality (WEVR). IEEE, 5–8.

Qorbani, S., Dalili, S., Arya, A., & Joslin, C. (2024). Assessing Learning in an Immersive Virtual Reality: A Curriculum-Based Experiment in Chemistry Education. Education Sciences, 14, 5, 476.

Rahman, H., Wahid, S. A., Ahmad, F., & Ali, N. (2024). Game-based learning in metaverse: Virtual chemistry classroom for chemical bonding for remote education. Education and Information Technologies, 1–25.

Russel, J. V. (2001). Using games to teach chemistry - an annotated bibliography. Journal of Chemical Education, 76(4), 399.

Saluga, S. J., Peacock, H., Seith, D. D., Boone, C. A., Fazeli, Y., Huynh, R. M., Luo, J., Naghi, Z., & Link, R. D. (2022). Inter-Twine-d: Combining Organic Chemistry Laboratory and Choose-Your-Own-Adventure Games. Journal of Chemical Education, 99, 12, 3964–3974.

Santos, A. M. C. M., Carneiro, V. de J., & Brito, R. L. (2021). Ensinando a química e biologia através de jogos educativos pelos alunos da 1ª e 2ª séries do IFMA campus Santa Inês. Brazilian Journal of Development, 7, 1, 2484–2491.

Schneider, M., Jacques, V., & DEMOS, T. V. (2019). Parâmetros para a elaboração e desenvolvimento de jogos didáticos para o ensino de Química. Trabalho de Conclusão de Curso de Graduação). Instituto Federal de Santa Catarina, São José, Curso de Licenciatura em Química.

Soares, M. H. F. B. (2004). O lúdico em Química: jogos e atividades aplicados ao ensino de Química.

Udeozor, C., Toyoda, R., Abegão, F. R., & Glassey, J. (2021). Perceptions of the use of virtual reality games for chemical engineering education and professional training. Higher Education Pedagogies, 6, 1, 175–194.

van Dinther, R., de Putter, L., & Pepin, B. (2023). Features of immersive virtual reality to support meaningful chemistry education. Journal of Chemical Education, 100, 4, 1537–1546.

Wang, Z., & Chan, M. T. (2024). A systematic review of Google Cardboard used in education. Computers & Education: X Reality, 4, 100046.
Publicado
30/09/2024
AMARAL, Lucas; SANTOS, Jamilly; SOARES, Fabrizzio; FELIX, Juliana; CARDOSO, Luciana; NASCIMENTO, Thamer Horbylon. Interactive Educational Game for Chemistry in Virtual Reality with User Gesture Interactions via Smartwatches. In: SIMPÓSIO DE REALIDADE VIRTUAL E AUMENTADA (SVR), 26. , 2024, Manaus/AM. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2024 . p. 294-298.