3 research outputs found

    Children's Early Educational Game under the Background of Chinese Three Kingdoms Culture - To Borrow Arrows with Thatched Boats

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    Recent research has shown that children's strategic ability can be improved with game. To improve strategic ability, motor coordination ability and the understanding of historical knowledge, we design an ability training game - to borrow arrows with thatched boats. In order to improve children's learning efficiency, we use deep motion perception technology as a human-computer interaction tool. Our system can allow children to control the movement of boats and interact with virtual objects in the virtual environment through hand-gesture. We can provide some strategic options, such as weather, equipment, etc. Under this new mode of educational game, children's strategic and motor coordination abilities are improved, and their understanding of historical knowledge can be also enhanced

    Virtual Reality and Art History: A Case Study of Digital Humanities and Immersive Learning Environments

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    The potential benefits of integrating immersive realities into traditional humanities curricula have been touted over the last two decades, but budgetary and technical constraints of implementation have limited its adoption. However, recent advances in technology, along with more affordable hardware coupled with more user-friendly interfaces, have seen widespread adoption beyond that of the military and healthcare. In fact, higher education institutions are poised to adopt VR on a broader scale to enhance learning with virtual environments. This study seeks to determine the expectations and results of integrating virtual reality into coursework with students and faculty in Art History. The study surveyed students, first to ascertain the prevalence and familiarity of immersive reality technologies, as well as the perceived benefit of integration into curriculum. Next, surveys collected data on student experience relating to virtual reality assignments integrated into coursework for both face-to-face and online learners. The results provide a model for other institutions for a variety of disciplines to reinforce outcomes through strategic use of the technology

    Gamification of Education and Learning: Heuristic Elements, Player Types, and Learning Outcomes for Art History Games

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    The technology of virtual reality (VR) and the gamification of education and learning has had proven educational benefits, especially in secondary education. However, there remains little to no research on the heuristic elements and mechanics that contribute to learning at the postsecondary level of education. Most research conducted has been refined to science programs, but even in these instances, a study of the effects and interests of different demographics has yet to be considered. Given the visual nature of how the discipline of art history has traditionally been taught, there are a number of virtual reality (VR) applications to assist instructors in the field better engage students in immersive environments to provide a more accurate understanding of subjects covered. In order to capitalize on the strengths of the new digital medium, including immersion, engagement, and presence, the end user needs to be considered. This heuristic study investigates the different experiences, preferences, learning styles, and expectations relating to educational gaming of art history students at a private, Midwestern college. Results demonstrate that effective game design and development need consider the target audience to optimize user experience and learning outcomes
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