Abstract

The lostness measure, an implicit and unobtrusive measure originally designed for assessing the usability of hypertext systems, could be useful in Virtual Reality (VR) games where players need to find information to complete a task. VR locomotion systems with node-based movement mimic actions for exploration and browsing found in hypertext systems. For that reason, hypertext usability measures, such as “lostness” can be used to identify how disoriented a player is when completing tasks in an educational game by examining steps made by the player. An evaluation of two different lostness measures, global and local lostness, based on two different types of tasks, is described in a VR educational game using 13 college students between 14 and 18 years old in a first study and extended using 12 extra participants in a second study. Multiple Linear Regression analyses showed, in both studies, that local lostness, and not global lostness, had a significant effect on a post-game knowledge test. Therefore, we argued that local lostness was able to predict how well-participants would perform on a post-game knowledge test indicating how well they learned from the game. In-game experience aspects (engagement, cognitive interest, and presence) were also evaluated and, interestingly, it was also found that participants learned less when they felt more present in the game. We believe these two measures relate to cognitive overload, which is known to have an adverse effect on learning. Further research should investigate the lostness measure for use in an online adaptive game system and design the game system in such a way that the risk of cognitive overload is minimized when learning, resulting in higher retention of information.

Highlights

  • Within education, serious games are often used as learning tools

  • We argue that navigation in Virtual Reality (VR) systems with node-based movements can be compared with navigation as occurring in hypertext systems, and, for that reason, a navigation efficiency measure with validated success in hypertext environments can be useful in a VR environment

  • It was shown in this study that an implicit and unobtrusive hypertext usability measure has high real-time predictive validity when applied to a certain genre of educational VR games

Read more

Summary

Introduction

Serious games are often used as learning tools. Narrative-centered discovery games have considerable learning potential. In these games, players are transported to another place and time period and must explore the environment, completing tasks to discover items that reveal the in-game story (Malone and Lepper, 1987; Lester et al, 2014). Players are transported to another place and time period and must explore the environment, completing tasks to discover items that reveal the in-game story (Malone and Lepper, 1987; Lester et al, 2014) This stimulates players to construct appropriate mental models (Wasserman and Banks, 2017; Furlough and Gillan, 2018).

Objectives
Methods
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