8 research outputs found

    Space games: evaluating game-based virtual reality in higher education

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    With increasing global dependence on satellite technology, space traffic has grown exponentially over the last decade. Enhanced education and training of future mission operators will be necessary to meet this growing demand. The complexity of satellite mission operations poses a challenge in education and training. Remote spacecraft are elusive and difficult for a trainee to visualize and involve a steep learning curve. However, the integration of game-based virtual reality into spacecraft simulation and training may assist in overcoming these challenges. This research study explored the integration of game-based virtual reality into a university course involving spacecraft operations. Virtual spacewalks allowed student participants to conduct visual inspections and interact directly with spacecraft components. The immersive virtual reality environment prolonged cognitive engagement and game mechanics influenced motivation, both cornerstones in learning. After completing the training scenarios, user experience was assessed with several validated scales measuring system usability, user satisfaction, cognitive loading, and any potential simulator sickness. Results revealed satisfactory scores in all categories with minimal simulator sickness. The integrated use of game-based virtual reality in the classroom provided an enhanced learning experience in a safe and repeatable environment that might be difficult with traditional teaching methods. This paper will evaluate game-based virtual reality when integrated into higher education or other training environment

    Evaluating System Usability, Workload Suitability, and User Experience of Game-Based Virtual Reality in Spaceflight Education and Training

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    Game-based instruction and immersive virtual reality are enhanced pedagogical methods beneficial in training environments involving complex disciplines, ranging from medical applications to construction engineering technology. This study investigated the use of game-based virtual reality (GBVR) when applied to the complex discipline of spaceflight education and training. As modern society places increasing demand on space-based amenities, the need for proficient satellite operators will also increase, requiring more accessible and more advanced training options. Spaceflight training scenarios, immersed in the GBVR environment, were developed and deployed to university student participants. Multiple validated scales were used to measure the GBVR system regarding three main attributes. System usability ranked above average on the System Usability Scale (SUS), user experience ranked above average on the Game User Experience Satisfaction Scale (GUESS-18), and workload ranked within 1.5% of the accepted mean value of the NASA Task Load Index (TLX). These results revealed positive feasibility and usability of GBVR applications when correctly deployed in a learning environment

    Evaluating System Usability, Workload Suitability, and User Experience of Game-Based Virtual Reality in Spaceflight Education and Training

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    Game-based instruction and immersive virtual reality are enhanced pedagogical methods beneficial in training environments involving complex disciplines, ranging from medical applications to construction engineering technology. This study investigated the use of game-based virtual reality (GBVR) when applied to the complex field of spaceflight education and training. As modern society places increasing demand on space-based amenities, the need for proficient satellite operators will also increase, requiring more accessible and advanced training options. Satellite ground control training scenarios, immersed in the GBVR environment, were developed and deployed to university student participants. Multiple validated scales were employed to measure the GBVR system regarding three main attributes: system usability, workload suitability, and user experience. Results revealed that the GBVR system usability scores ranked above average on the System Usability Scale (SUS). Secondly, the workload suitability ranked within the accepted mean value range of the National Aeronautics and Space Administration (NASA) Task Load Index (TLX). And lastly, the user experience scores were similar to popular video game scores on the Game User Experience Satisfaction Scale (GUESS-18). Even with a small sample size (n = 10), the findings indicate that GBVR is a feasible tool when applied to a complex discipline such as spaceflight education and training

    Evaluating System Usability, Workload Suitability, and User Experience of Game-Based Virtual Reality in Spaceflight Education and Training

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    Game-based instruction and immersive virtual reality are enhanced pedagogical methods beneficial in training environments involving complex disciplines, ranging from medical applications to construction engineering technology. This study investigated the use of game-based virtual reality (GBVR) when applied to the complex discipline of spaceflight education and training. As modern society places increasing demand on space-based amenities, the need for proficient satellite operators will also increase, requiring more accessible and more advanced training options. Spaceflight training scenarios, immersed in the GBVR environment, were developed and deployed to university student participants. Multiple validated scales were used to measure the GBVR system regarding three main attributes. System usability ranked above average on the System Usability Scale (SUS), user experience ranked above average on the Game User Experience Satisfaction Scale (GUESS-18), and workload ranked within 1.5% of the accepted mean value of the NASA Task Load Index (TLX). These results revealed positive feasibility and usability of GBVR applications when correctly deployed in a learning environment
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