VR Neuro Game: a Virtual Reality Game to Support Neuroanatomy Teaching and Learning

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 educatio...

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Main Authors: Vinícius Souza, Anderson Maciel, Luciana Nedel, Regis Kopper, Klaus Loges, Eliane Schlemmer
Format: Article
Language:English
Published: Brazilian Computer Society 2021-11-01
Series:Journal on Interactive Systems
Subjects:
Online Access:https://sol.sbc.org.br/journals/index.php/jis/article/view/2090
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author Vinícius Souza
Anderson Maciel
Luciana Nedel
Regis Kopper
Klaus Loges
Eliane Schlemmer
author_facet Vinícius Souza
Anderson Maciel
Luciana Nedel
Regis Kopper
Klaus Loges
Eliane Schlemmer
author_sort Vinícius Souza
collection DOAJ
description 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.
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spelling doaj.art-330560a10bd74209b0834d7280ab0e602023-02-09T18:06:59ZengBrazilian Computer SocietyJournal on Interactive Systems2763-77192021-11-0112110.5753/jis.2021.2090VR Neuro Game: a Virtual Reality Game to Support Neuroanatomy Teaching and LearningVinícius Souza0Anderson Maciel1Luciana Nedel2Regis Kopper3Klaus Loges4Eliane Schlemmer5Universidade do Vale do Rio dos SinosUniversidade Federal do Rio Grande do SulUniversidade Federal do Rio Grande do SulUniversity of North Carolina at GreensboroUniversidade do Vale do Rio dos SinosUniversidade do Vale do Rio dos Sinos 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. https://sol.sbc.org.br/journals/index.php/jis/article/view/2090Virtual RealityPresenceUser Evaluation
spellingShingle Vinícius Souza
Anderson Maciel
Luciana Nedel
Regis Kopper
Klaus Loges
Eliane Schlemmer
VR Neuro Game: a Virtual Reality Game to Support Neuroanatomy Teaching and Learning
Journal on Interactive Systems
Virtual Reality
Presence
User Evaluation
title VR Neuro Game: a Virtual Reality Game to Support Neuroanatomy Teaching and Learning
title_full VR Neuro Game: a Virtual Reality Game to Support Neuroanatomy Teaching and Learning
title_fullStr VR Neuro Game: a Virtual Reality Game to Support Neuroanatomy Teaching and Learning
title_full_unstemmed VR Neuro Game: a Virtual Reality Game to Support Neuroanatomy Teaching and Learning
title_short VR Neuro Game: a Virtual Reality Game to Support Neuroanatomy Teaching and Learning
title_sort vr neuro game a virtual reality game to support neuroanatomy teaching and learning
topic Virtual Reality
Presence
User Evaluation
url https://sol.sbc.org.br/journals/index.php/jis/article/view/2090
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