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Design, Implementation, and Evaluation of an Immersive Virtual Reality-Based Educational Game for Learning Topology Relations at Schools: A Case Study

Jalal Safari Bazargani, Abolghasem Sadeghi-Niaraki and Soo-Mi Choi
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Jalal Safari Bazargani: Geoinformation Technology Center of Excellence, Faculty of Geodesy & Geomatics Engineering, K.N. Toosi University of Technology, Tehran 19697, Iran
Abolghasem Sadeghi-Niaraki: Geoinformation Technology Center of Excellence, Faculty of Geodesy & Geomatics Engineering, K.N. Toosi University of Technology, Tehran 19697, Iran
Soo-Mi Choi: Department of Computer Science and Engineering and Convergence Engineering for Intelligent Drone, Sejong University, Seoul 143-747, Korea

Sustainability, 2021, vol. 13, issue 23, 1-16

Abstract: Education has always been modified by employing different technologies to enhance the knowledge acquisition and performance of students. Virtual Reality (VR) along with the Game Industry is among those evolving technologies for educational applications. This study aimed to design, implement, and evaluate an immersive VR-based Educational Game (IVREG) for learning topology relations. Topology relations are one of the fundamental topics which exist in Geospatial Information Science (GIS); due to the great capabilities offered by GIS, learning these basic topis is of great importance. A total of thirty-seven male middle-school students participated in this study. A total of four questionnaires were designed to evaluate the suitability of the proposed learning environment and its components at schools, particularly for learning geospatial topics. In conclusion, students found the IVREG useful and effective in classrooms. Additionally, the results showed that the components, namely the integrated pedagogical approach, gamification, and VR technology, were all suitable for being used at schools. On a final note, however, the study indicated that the immersion aspect of such learning environments should be enhanced in future studies.

Keywords: virtual reality; educational game; learning environment; geospatial; teaching and learning (search for similar items in EconPapers)
JEL-codes: O13 Q Q0 Q2 Q3 Q5 Q56 (search for similar items in EconPapers)
Date: 2021
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