TY - GEN
T1 - Exploring the Fusion of Mixed Reality and Digital Game-Based Learning
T2 - 2023 IEEE International Conference on Teaching, Assessment and Learning for Engineering, TALE 2023
AU - Lee, Boon Giin
AU - Tang, Huimin
AU - Wen, Xinlei
N1 - Publisher Copyright:
© 2023 IEEE.
PY - 2023
Y1 - 2023
N2 - The traditional offline teaching landscape has faced unprecedented challenges due to the COVID-19 pandemic, leading to the emergence of online teaching as a novel educational trend. However, online teaching has certain limitations. It lacks robust interaction between teachers and students, making it challenging for teachers to evaluate students' real-Time progress in learning. Moreover, online classrooms often suffer from low engagement, causing students to easily lose focus, resulting in reduced student autonomy and unsatisfactory learning outcomes. In recent years, various studies have proposed game-based learning approaches that integrate instructional content and knowledge. These methods effectively reshape the conventional "teacher-led, passive learning"model and address the issue of limited student participation in the classroom. This approach proves advantageous in fostering students' diverse and comprehensive qualities. To accomplish this objective, the study aims to investigate the fusion of mixed reality technology and digital game-based learning, drawing inspiration from the concept of a puzzle box. The design of virtual digital puzzles revolves around user-centered human-computer interaction, encompassing elements such as user experience satisfaction, interface design for mixed reality technology, and the presentation format in which puzzles serve as the primary medium. The study has demonstrated that students generally exhibit motivation to embrace the utilization of mixed reality puzzle box games for educational purposes. This motivation arises from the allure of gaming elements and the ease of interaction with technology, which contributes to an enhanced learning experience.
AB - The traditional offline teaching landscape has faced unprecedented challenges due to the COVID-19 pandemic, leading to the emergence of online teaching as a novel educational trend. However, online teaching has certain limitations. It lacks robust interaction between teachers and students, making it challenging for teachers to evaluate students' real-Time progress in learning. Moreover, online classrooms often suffer from low engagement, causing students to easily lose focus, resulting in reduced student autonomy and unsatisfactory learning outcomes. In recent years, various studies have proposed game-based learning approaches that integrate instructional content and knowledge. These methods effectively reshape the conventional "teacher-led, passive learning"model and address the issue of limited student participation in the classroom. This approach proves advantageous in fostering students' diverse and comprehensive qualities. To accomplish this objective, the study aims to investigate the fusion of mixed reality technology and digital game-based learning, drawing inspiration from the concept of a puzzle box. The design of virtual digital puzzles revolves around user-centered human-computer interaction, encompassing elements such as user experience satisfaction, interface design for mixed reality technology, and the presentation format in which puzzles serve as the primary medium. The study has demonstrated that students generally exhibit motivation to embrace the utilization of mixed reality puzzle box games for educational purposes. This motivation arises from the allure of gaming elements and the ease of interaction with technology, which contributes to an enhanced learning experience.
KW - digital puzzles
KW - educational technology
KW - gamebased learning
KW - mixed reality
KW - puzzle box
UR - http://www.scopus.com/inward/record.url?scp=85184996426&partnerID=8YFLogxK
U2 - 10.1109/TALE56641.2023.10398389
DO - 10.1109/TALE56641.2023.10398389
M3 - Conference contribution
AN - SCOPUS:85184996426
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.
Y2 - 28 November 2023 through 1 December 2023
ER -