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User experience and learning experience in a 4D virtual reality simulation game
International Journal of Serious Games ( IF 1.6 ) Pub Date : 2019-11-18 , DOI: 10.17083/ijsg.v6i4.305
Maiju Salovaara-Hiltunen , Katja Heikkinen , Jaana-Maija Koivisto

Simulation training is an effective way of teaching in healthcare, yet it requires a great deal of time and effort. Virtual gear technology brings us new promising training methods, yet there is very little research data about the user experience and learning in immersive virtual environments. This research was based on the idea that 4D virtual reality simulation games can supplement traditional simulation training and provide consistent training to a wide group of professionals. As learning should be effective, it should also be pleasant enough to motivate professionals for continuous training. Therefore, user experience was emphasized in this study and learning effectiveness was not measured. This study explored the gaming and learning experience, as well as usability, in a multi-phase scenario based on the evidence-based theory of resuscitation. The participants played the scenario and were interviewed immediately afterwards. Their experiences of the 4D virtual simulation game were explored in the context of educational games and general theories of UX. Material from 13 thematic interviews was analyzed by applying a deductive content analysis. The findings suggest that gaming and learning experiences are very individual and vivid. Immersion created by the virtual gear had an essential impact on the overall experience. In addition, authenticity, interaction and feedback were important elements of learning experience. Usability had a major role on the whole. The findings are discussed in relation to earlier studies and actual practise as well as trustworthiness and challenges of overall implications.

中文翻译:

4D虚拟现实模拟游戏中的用户体验和学习体验

模拟训练是一种有效的医疗保健教学方法,但是需要大量的时间和精力。虚拟装备技术为我们带来了新的有前途的培训方法,但是关于沉浸式虚拟环境中的用户体验和学习的研究数据很少。这项研究基于4D虚拟现实模拟游戏可以补充传统模拟培训并为广泛的专业人士提供一致培训的想法。由于学习应该是有效的,所以也应该足够令人愉快,以激励专业人员进行持续培训。因此,在这项研究中强调了用户体验,并且没有衡量学习效果。这项研究基于基于证据的复苏理论,在多阶段方案中探索了游戏和学习经验以及可用性。参与者玩了剧本,之后立即接受了采访。在教育游戏和UX一般理论的背景下探索了他们在4D虚拟仿真游戏中的经验。通过应用演绎内容分析法分析了13个主题访谈中的资料。研究结果表明,游戏和学习体验非常个性化和生动。虚拟装备产生的沉浸感对整体体验产生了至关重要的影响。此外,真实性,互动性和反馈是学习经验的重要要素。总体而言,可用性具有重要作用。讨论的结果与早期研究和实际实践以及可信度和整体含义的挑战有关。在教育游戏和UX一般理论的背景下探索了他们在4D虚拟仿真游戏中的经验。通过应用演绎内容分析法分析了13个主题访谈中的资料。研究结果表明,游戏和学习体验非常个性化和生动。虚拟装备产生的沉浸感对整体体验产生了至关重要的影响。此外,真实性,互动性和反馈是学习经验的重要要素。总体而言,可用性具有重要作用。讨论了有关早期研究和实际实践以及可信度和整体含义挑战的发现。在教育游戏和UX一般理论的背景下探索了他们在4D虚拟仿真游戏中的经验。通过应用演绎内容分析法分析了13个主题访谈中的资料。研究结果表明,游戏和学习体验非常个性化和生动。虚拟装备产生的沉浸感对整体体验产生了至关重要的影响。此外,真实性,互动性和反馈是学习经验的重要要素。总体而言,可用性具有重要作用。讨论的结果与早期研究和实际实践以及可信度和整体含义的挑战有关。通过应用演绎内容分析法分析了13个主题访谈中的资料。研究结果表明,游戏和学习体验非常个性化和生动。虚拟装备产生的沉浸感对整体体验产生了至关重要的影响。此外,真实性,互动性和反馈是学习经验的重要要素。总体而言,可用性具有重要作用。讨论了有关早期研究和实际实践以及可信度和整体含义挑战的发现。通过应用演绎内容分析法分析了13个主题访谈中的资料。研究结果表明,游戏和学习体验非常个性化和生动。虚拟装备产生的沉浸感对整体体验产生了至关重要的影响。此外,真实性,互动性和反馈是学习经验的重要要素。总体而言,可用性具有重要作用。讨论的结果与早期研究和实际实践以及可信度和整体含义的挑战有关。互动和反馈是学习经验的重要元素。总体而言,可用性具有重要作用。讨论的结果与早期研究和实际实践以及可信度和整体含义的挑战有关。互动和反馈是学习经验的重要元素。总体而言,可用性具有重要作用。讨论了有关早期研究和实际实践以及可信度和整体含义挑战的发现。
更新日期:2019-11-18
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