Abstract

Master lectures of history are usually quite boring for the students, and to keep their attention requires a great effort from teachers. Virtual and Augmented Reality have a clear potential in education and can solve this problem. Serious games that use immersive technologies allow students to visit and interact with environments dated in different ages. Taking this in mind, this article presents a playful virtual reality experience set in Ancient Rome that allows the user to learn concepts from that age. The virtual experience reproduces as accurately as possible the different buildings and civil constructions of the time, making it possible for the player to create Roman cities in a simple way. Once built, the user can visit them, accessing the buildings and being able to interact with the objects and characters that appear. Moreover, in order to learn more information about every building, users can visualize them using Augmented Reality using marker-based techniques. Different information has been included related to every building, such as their main uses, characteristics, or even some images that represent them. In order to evaluate the effectiveness of the developed experience, several experiments have been carried out, taking as sample Secondary School students. Initially, the game’s quality and playability has been evaluated and, subsequently, the motivation of the virtual learning experience in history. The results obtained support on the one hand its gameplay and attractiveness, and on the other, the student’s increased interest in studying history, as well as the greater fixation of different concepts treated in a playful experience.

Highlights

  • Motivation to study is an issue of great concern at the moment [1,2]

  • Serious games are defined as video games whose purpose is the user’s entertainment, this does not imply that these kinds of games have to be boring [7]

  • A consent form was sent to the parents, who gave their approval for their children to participate in the experiment

Read more

Summary

Introduction

Motivation to study is an issue of great concern at the moment [1,2] In this context, the use of games, as well as gamification, has been investigated as a motivational strategy in the school environment [3]. The use of games, as well as gamification, has been investigated as a motivational strategy in the school environment [3] Works, such as those presented in [4,5,6], demonstrate that using games improves the level of motivation and commitment of the students, since they can combine entertainment with their own training activities. Many of the serious games developed in this field achieve their purpose: to raise awareness of different cultures and heritage, but they forget the recreational component, which is what drives most users to use these technologies

Results
Discussion
Conclusion
Full Text
Published version (Free)

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call