TY - GEN
T1 - Enhancing Critical Thinking and Engagement through Puzzle Box Integration in Virtual Reality-based Digital Game-Based Learning
AU - Lee, Boon Giin
AU - Tang, Huimin
AU - Fang, Fei
N1 - Publisher Copyright:
© 2023 IEEE.
PY - 2023
Y1 - 2023
N2 - Conventional in-person teaching methods often restrict students' critical thinking capabilities as they adhere to rigid instructions for information acquisition. The COVID-19 pandemic has accelerated the need to explore innovative educational approaches, leading to a shift towards online education. This study focuses on digital game-based learning (DGBL), which leverages the immersive nature of games to enhance the digital learning experience. The research investigates the integration of puzzle boxes, a gamification strategy, within a virtual reality-based educational game designed for university students. The study aims to explore the design of DGBL using interconnected puzzles to develop cognitive abilities, assess the impact of puzzle boxes on learning experiences, and analyze the interactive design aspects of puzzles and puzzle boxes. Participant feedback revealed that although the puzzles presented a challenge, participants exhibited high motivation to engage with the game, perceiving it as engaging, creative, and innovative. The study highlights the potential of puzzle boxes in fostering reasoning and analytical skills, expanding the learning demands, and enhancing the overall learning experience. These findings contribute to the growing body of research on DGBL and offer valuable insights for educators and instructional designers seeking to incorporate interactive and immersive elements into their teaching methodologies.
AB - Conventional in-person teaching methods often restrict students' critical thinking capabilities as they adhere to rigid instructions for information acquisition. The COVID-19 pandemic has accelerated the need to explore innovative educational approaches, leading to a shift towards online education. This study focuses on digital game-based learning (DGBL), which leverages the immersive nature of games to enhance the digital learning experience. The research investigates the integration of puzzle boxes, a gamification strategy, within a virtual reality-based educational game designed for university students. The study aims to explore the design of DGBL using interconnected puzzles to develop cognitive abilities, assess the impact of puzzle boxes on learning experiences, and analyze the interactive design aspects of puzzles and puzzle boxes. Participant feedback revealed that although the puzzles presented a challenge, participants exhibited high motivation to engage with the game, perceiving it as engaging, creative, and innovative. The study highlights the potential of puzzle boxes in fostering reasoning and analytical skills, expanding the learning demands, and enhancing the overall learning experience. These findings contribute to the growing body of research on DGBL and offer valuable insights for educators and instructional designers seeking to incorporate interactive and immersive elements into their teaching methodologies.
KW - Cognitive abilities
KW - digital game-based learning
KW - puzzles
KW - virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85185005322&partnerID=8YFLogxK
U2 - 10.1109/TALE56641.2023.10398330
DO - 10.1109/TALE56641.2023.10398330
M3 - Conference contribution
AN - SCOPUS:85185005322
T3 - 2023 IEEE International Conference on Teaching, Assessment and Learning for Engineering, TALE 2023 - Conference Proceedings
BT - 2023 IEEE International Conference on Teaching, Assessment and Learning for Engineering, TALE 2023 - Conference Proceedings
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 2023 IEEE International Conference on Teaching, Assessment and Learning for Engineering, TALE 2023
Y2 - 28 November 2023 through 1 December 2023
ER -