Realidade Virtual para Ensino da Física: análise do engajamento e presença de uma experiência imersiva no aprendizado da Cinemática

  • Jhasmani Tito UNICAMP
  • Regina Moraes UNICAMP

Abstract


Virtual reality (VR) opens up new possibilities in Science, Technology, Engineering, and Mathematics (STEM) education. This work presents exploratory research to understand the relationships between learning outcomes and features of VR serious games (VRSG), in an attempt to understand the relationships between these features and uncover ways to design effective VRSG for learning. ORUN-VR, an immersive VR serious game, is designed, developed, and tested to engage students and improve their understanding of kinematics concepts. User-based experiments were used to evaluate the game’s engagement and presence, and to test its usability and knowledge acquisition. Moreover, was used screen capture to observe user behaviour and statistical analysis to analyze the results. Learning outcomes revealed a 52% learning gain for students who used VR versus those who did not, with gender differences. It is also discussed how game engagement, presence VR, and gender affect learning outcomes.

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Published
2022-10-24
TITO, Jhasmani; MORAES, Regina. Realidade Virtual para Ensino da Física: análise do engajamento e presença de uma experiência imersiva no aprendizado da Cinemática. In: WORKSHOP OF THESES AND DISSERTATIONS - SYMPOSIUM ON VIRTUAL AND AUGMENTED REALITY (SVR), 24. , 2022, Natal/RN. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2022 . p. 1-5. DOI: https://doi.org/10.5753/svr_estendido.2022.227556.