Abstract

Using virtual environments (VEs) is a safer and cost-effective alternative to training people in different contexts. Immersive Virtual Reality (VR), combined with game aspects, have the potential to improve the user experience in the VE by increasing realism, engagement, and motivation. In education, there is a consensus about its contribution in the teaching and learning processes. However, in Brazil, only a few research groups have developed projects that involve the development of VR for education, due to technical difficulties and high costs. This manuscript presents the development and evaluation of an VR serious game to support the learning of neuroanatomy, an extended version of our previously published paper at the SVR 2020. In this version, we present the results of four different user studies, involving 57 participants, which suggest that the VR Neuro Game is easy to use, even by inexperienced subjects in VR, and is potentially useful for teaching and learning processes, both by individual students and groups of students and also in remote learning. In addition, the game was considered fun and did not cause discomfort. When comparing the knowledge test performance before and immediately after the experiments, we found significant difference only for the virtual condition. The same could be observed for retention results.

Highlights

  • The digital transformation that was already underway in all society was radically accelerated by the social isolation imposed by the Covid-19 pandemic Cerf (2020)

  • We present the results of four different user studies, involving 57 participants, which suggest that the Virtual Reality (VR) Neuro Game is easy to use, even by inexperienced subjects in VR, and is potentially useful for teaching and learning processes, both by individual students and groups of students and in remote learning

  • It was possible to notice that the average time was higher in the virtual condition, which is acceptable since most participants are inexperienced in virtual reality

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Summary

Introduction

The digital transformation that was already underway in all society was radically accelerated by the social isolation imposed by the Covid-19 pandemic Cerf (2020). Digital education is the process of teaching and learning by means of digital technologies and contemplate a multitude of educational approaches, concepts, methods, and technologies. It can include, but is not limited to, computer-based education, massive open online courses, virtual reality (VR), patient simulation mannequins, mobile learning, serious gaming, and psychomotor skills trainers Car et al (2019). The possibility of experiencing interactive situations during the immersion stimulates the individual’s senses in learning, whether in a recreational or serious game In this situation, the individual has the possibility of moving from the theory and have an experience. There is the possibility of building knowledge and learning through interaction, cooperation and meaning, individually and in groups, promoting creativity, experimentation and reflection Muller Queiroz et al (2019)

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