Advertisement

A Virtual Reality Game-Based Library Navigation Learning System for Improving Learning Achievement in Popular Science Education

  • Shih-Yeh Chen
  • Yu-Shan LinEmail author
Conference paper
  • 32 Downloads
Part of the Communications in Computer and Information Science book series (CCIS, volume 1227)

Abstract

With the popularity of mobile devices in recent years, game-based learning has become a popular way of learning. However, most of them simplify the game-based learning system to repetitive and monotonous questions and score awards, making it deviate from the original purpose of game-based education: let students be immersed in game-based learning, and then, enhance the motivation and effectiveness of learning. Therefore, this study develops a set of virtual reality game-based library guide learning system, which combines popular science education with real-life situations and integrates popular science knowledge to make game events, so that learning is no longer limited to classroom space, but can be explored in the library of virtual reality. This system is applied to general courses in university to achieve the effect of promoting popular science education and a library document guide. The experimental results show that this method can be used to promote popular science education and a library document guide. This method can solve the shortcomings of traditional digital learning and library guides, which cannot attract students’ devotion, and thus, improve learning effectiveness.

Keywords

Virtual reality Popular science education Digital Game-Based Learning 

Notes

Acknowledgment

The authors would like to thank the Ministry of Science and Technology of the Republic of China, Taiwan for supporting this research under Contract MOST 107-2511-H-143-004 and MOST 106-2511-S-143-002-MY2.

References

  1. 1.
    Meihua, Q., Karen, R.C.: Game-based learning and 21st century skills: a review of recent research. Comput. Hum. Behav. 63, 50–58 (2016)CrossRefGoogle Scholar
  2. 2.
    Juho, H.: Challenging games help students learn: an empirical study on engagement, flow and immersion in game-based learning. Comput. Hum. Behav. 54, 170–179 (2016)CrossRefGoogle Scholar
  3. 3.
    Yoori, H., Jung-Yoon, Y., Se-Hoon, J.: What components should be included in advertising literacy education? Effect of component types and the moderating role of age. J. Advert. 47(4), 347–361 (2019)Google Scholar
  4. 4.
    Grant, M.M.: Getting a grip on project-based learning: theory, cases and recommendations. Meridian Middle Sch. Comput. Technol. J. 5(1), 83 (2002)MathSciNetGoogle Scholar
  5. 5.
    Chang, C.Y.: Taiwan’s science education research. Newslett. East-Asian Assoc. Sci. Educ. 5(2), 1 (2012)Google Scholar
  6. 6.
    Köse, U.: A web based system for project-based learning activities in “web design and programming” course. Procedia-Soc. Behav. Sci. 2(2), 1174–1184 (2010)CrossRefGoogle Scholar
  7. 7.
    Krishnamoorthy, V., Appasamy, B., Scaffidi, C.: Using intelligent tutors to teach students how APIs are used for software engineering in practice. IEEE Trans. Educ. 5(3), 355–363 (2013)CrossRefGoogle Scholar
  8. 8.
    Heim, M.: The Metaphysics of Virtual Reality. Oxford University Press, Oxford (1993)Google Scholar
  9. 9.
    Burdea, G.C.: Virtual Reality Systems and Applications (1993). http://doi.org/10.1007/978-3-642-22024-1
  10. 10.
    Pan, Z., Cheok, A.D., Yang, H., Zhu, J., Shi, J.: Virtual reality and mixed reality for virtual learning environments. Comput. Graph. 30(1), 20–28 (2006)CrossRefGoogle Scholar
  11. 11.
    Gavish, N., et al.: Evaluating virtual reality and augmented reality training for industrial maintenance and assembly tasks. Interact. Learn. Environ. 23, 778–798 (2015)CrossRefGoogle Scholar
  12. 12.
    Parkinson, J., Adendorff, R.: The use of popular science articles in teaching scientific literacy. Engl. Specif. Purp. 23(4), 379–396 (2009)CrossRefGoogle Scholar
  13. 13.
    Chao, Y.C., Hsiung, C.T., Yu, H.P.: Content analysis of nanotechnology experimental teaching materials in primary and secondary schools in Taiwan. J. Res. Educ. Sci. 56(4), 1–42 (2011)Google Scholar
  14. 14.
    Lin, S.-Y., Wu, M.-T., Cho, Y.-I., Chen, H.-H.: The effectiveness of a popular science promotion program on nanotechnology for elementary school students in I-Lan City. Res. Sci. Technol. Educ. 33(1), 22–37 (2015)CrossRefGoogle Scholar
  15. 15.
    Lundy, B.: Engaging the experts: popular science education and breast cancer activism. Crit. Public Health 13(3), 191–206 (2010)Google Scholar
  16. 16.
    Guo, C.-J., Chiu, M.-H.: Research projects on science education funded by the national science council in Taiwan from 1982 to 2012: a historical review. In: Chiu, M.-H. (ed.) Science Education Research and Practices in Taiwan, pp. 11–41. Springer, Singapore (2016).  https://doi.org/10.1007/978-981-287-472-6_2CrossRefGoogle Scholar
  17. 17.
    Huang, W.H., Huang, W.Y., Tschopp, J.: Sustaining iterative game playing processes in DGBL: the relationship between motivational processing and outcome processing. Comput. Educ. 55(2), 789–797 (2010)CrossRefGoogle Scholar
  18. 18.
    Prensky, M.: Digital Game-Based Learning. McGraw-Hill, New York (2007)Google Scholar
  19. 19.
    Hogle, J.G.: Considering games as cognitive tools: in search of effective “Edutainment”. University of Georgia Department of Instructional Technology (1996)Google Scholar
  20. 20.
    Hwang, G.J., Wu, P.H.: Advancements and trends in digital game-based learning research: a review of publications in selected journals from 2001 to 2010. Br. J. Edu. Technol. 43(1), E6–E10 (2012)CrossRefGoogle Scholar

Copyright information

© Springer Nature Singapore Pte Ltd. 2020

Authors and Affiliations

  1. 1.Department of Computer Science and Information EngineeringNational Taitung UniversityTaitungTaiwan
  2. 2.Department of Information Science and Management SystemsNational Taitung UniversityTaitungTaiwan

Personalised recommendations