Skip to main content

A Mobile Game-Based Virtual Reality for Learning Basic Plant Taxonomy: Contextual Analysis and Prototype Development

  • Conference paper
  • First Online:
Advances in Web-Based Learning – ICWL 2018 (ICWL 2018)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 11007))

Included in the following conference series:

Abstract

Taxonomy is one of the leading topics in providing basic understanding about the components of biodiversity. It is necessary for effective decision-making on conservation and sustainable use on many aspects. However, teaching plant identification is found difficult due to the variability in the plants’ appearance, bringing plants into the classroom, and taking students into the actual field. Based on this perspective, a mobile game-based learning application was proposed. Virtual Reality (VR) technology was used in the game for encouraging self-learning on plant taxonomy education. In this study, a game prototype was developed by taking a learning context of a science high school in Thailand as a case study; in the meantime, the campus location was served as a learning scenario. In this game, spherical photos of selected plants were embedded in a storyline; while game quests and stories were presented in 3D objects. Students can learn and play this VR game by their mobile devices equipped with any VR box sets, while remote controllers can be a perfect companion of this game for a better gaming experience. In summary, this VR game is expected to serve as self-virtual authentic learning for any students to learn plant taxonomy topic with more learning motivation and enjoyment.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Godfray, H.C.J.: Linnaeus in the information age. Nature 446, 259–260 (2007)

    Article  Google Scholar 

  2. Secretariat, C.B.D.: The Strategic Plan for Biodiversity 2011–2020 and the Aichi Biodiversity Targets. In: Document UNEP/CBD/COP/DEC/X/2, pp. 1–13 (2010)

    Google Scholar 

  3. Schussler, E.E., Carley, P.W.W., Staff, E., et al.: Guest editorial preventing plant blindness. Am. Biol. Teach. 61, 84–86 (1999)

    Google Scholar 

  4. Link-pérez, M.A., Schussler, E.E., Link-pérez, M.A., et al.: Exploring plant and animal content in elementary science textbooks. J. Biol. Educ. 44, 123–128 (2010)

    Article  Google Scholar 

  5. Schussler, E.E., Olzak, L.A.: It’s not easy being green: student recall of plant and animal images. J. Biol. Educ. 42, 112–119 (2008)

    Article  Google Scholar 

  6. Grigore, C., Burdea, P.C.: Virtual Reality Technology, 2nd edn. Wiley, Hoboken (2003)

    Google Scholar 

  7. Huang, H., Rauch, U., Liaw, S.: Investigating learners’ attitudes toward virtual reality learning environments: based on a constructivist approach. Comput. Educ. 55, 1171–1182 (2010)

    Article  Google Scholar 

  8. Huang, H.-M., Liaw, S.-S., Lai, C.-M.: Exploring learner acceptance of the use of virtual reality in medical education: a case study of desktop and projection-based display system. Interact. Learn. Environ. 24, 1–17 (2013)

    Google Scholar 

  9. Bell, J.T., Fogler, H.S.: The application of virtual reality to (chemical engineering) education. In: Proceedings of the IEEE Virtual Reality Annual International Symposium, pp. 217–218 (1997)

    Google Scholar 

  10. Merchant, Z., Goetz, E.T., Cifuentes, L., Keeney-kennicutt, W., Davis, J.: Effectiveness of virtual reality-based instruction on students’ learning outcomes in K-12 and higher education: a meta-analysis. Comput. Educ. 70, 29–40 (2014)

    Article  Google Scholar 

  11. Parsons, D., Petrova, K., Ryu, H.: Designing mobile games for engagement and learning. In: The 7th International Conference on Information Technology and Applications (ICITA 2011) Designing, pp. 261–266 (2011)

    Google Scholar 

  12. Sánchez, J., Mendoza, C.: Mobile serious games for collaborative problem solving. Stud. Health Technol. Inform. 144, 193–197 (2009)

    Google Scholar 

  13. Huizenga, J., Admiraal, W., Akkerman, S., Dam, G.: Mobile game-based learning in secondary education: engagement, motivation and learning in a mobile city game. J. Comput. Assist. Learn. 25, 332–333 (2009)

    Article  Google Scholar 

Download references

Acknowledgement

The authors would like to give a special thanks to Dr. Tarinee Tonggeod, a lecturer of Department of Teacher Training in Mechanical Engineering, Faculty of Technical Education, King Mongkut’s University of Technology North Bangkok, Thailand for her invaluable suggestions on VR programming.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Charoenchai Wongwatkit .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2018 Springer International Publishing AG, part of Springer Nature

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Wongta, J., Thadapirom, T., Runganothai, S., Chutipanich, P., Wongwatkit, C. (2018). A Mobile Game-Based Virtual Reality for Learning Basic Plant Taxonomy: Contextual Analysis and Prototype Development. In: Hancke, G., Spaniol, M., Osathanunkul, K., Unankard, S., Klamma, R. (eds) Advances in Web-Based Learning – ICWL 2018. ICWL 2018. Lecture Notes in Computer Science(), vol 11007. Springer, Cham. https://doi.org/10.1007/978-3-319-96565-9_10

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-96565-9_10

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-96564-2

  • Online ISBN: 978-3-319-96565-9

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics