Implementation and Evaluation of a Virtual Reality Learning Game for Mathematics
1. M a s t e r ’ s T h e s i s
Implementation and Evaluation
of a Virtual Reality Learning Game
for Mathematics
Christof Sternig
November, 24th
2016
2. 2
Implementation and Evaluation of a Virtual Reality Learning Game for Mathematics
Table of Contents
1. Introduction
2. Prototype
3. Evaluation
4. Making in School
5. Conclusion
Christof Sternig
November, 24th
2016
4. 4
Introduction
Introduction
The increasing computational power, different built-in
sensors and high availability of mobile devices offer
interesting possibilities
Children are growing up with such devices and are
used to them
Virtual Reality (VR) is (again) the next big thing
The Maker Movement – making and creating new
things by using available technologies
The announcement of Google Cardboard combines
these topics
Idea to create a VR learning game using Google
Cardboard
Christof Sternig
November, 24th
2016
5. 5
Introduction
Research Questions
1. How could a VR-device be integrated into a
mathematical learning scenario?
2. Which lessons could be learned while evaluating this
learning scenario in a secondary school class?
3. How does the learning experience look like?
Christof Sternig
November, 24th
2016
7. 7
Prototype
Idea
Challenge the player with mathematical exercises
Solve exercises by collecting the correct result
Power-ups and obstacles for deeper gameplay
Different levels to motivate the player replay
Christof Sternig
November, 24th
2016
8. 8
Prototype
Navigation & Game Elements
The avatar is moving into the
viewing direction
By changing the viewing
direction the avatar changes
its direction
Collect digits and power-ups
by “colliding” with them
The game has three different
ending scenarios.
The game
representation of the
power-ups.
Christof Sternig
November, 24th
2016
12. 12
Evaluation
Evaluation Setup
Took place in a secondary school (NMS Fr¨obel)
15 pupils evaluated the prototype
Short introduction for all pupils
Splitting pupils in 5 groups
The evaluation was done group by group in a
separate room
Christof Sternig
November, 24th
2016
13. 13
Evaluation
Evaluation Process
A four step process was used to evaluate the
prototype.
1. Introduction
2. First playthrough
3. Second playthrough
4. Evaluation
Christof Sternig
November, 24th
2016
14. 14
Evaluation
Evaluation Step
5 Statements have been
prepared for evaluation
The group rated the
statements by assigning a
smiley
Every smiley was assigned a
weight
The weights were added to
gain the final score for every
statement
Smileys and their
points
Christof Sternig
November, 24th
2016
18. 18
Evaluation
Results Statement 3
“It was easy to navigate through the virtual world.”
Group No. Points
1 1
2 2
3 1
4 2
5 1
Result 7
Christof Sternig
November, 24th
2016
19. 19
Evaluation
Results Statement 4
“It would be fun, playing the game together with my
friends.”
Group No. Points
1 -1
2 2
3 2
4 2
5 2
Result 7
Christof Sternig
November, 24th
2016
20. 20
Evaluation
Results Statement 5
“I would play the game at home.”
Group No. Points
1 2
2 2
3 2
4 2
5 2
Result 10
Christof Sternig
November, 24th
2016
22. 22
Making in School
Making Part
Pupils tinkered their own VR viewers to play the game
6 extra lessons were organized in school
Teachers recognized positive attitude
Highly motivated pupils
Christof Sternig
November, 24th
2016
26. 26
Conclusion
Research Questions Reviewed
1. How could a VR-device be integrated into a
mathematical learning scenario?
Making of VR headsets in school
Use VR games like “VR-Matherallye” to create
new learning experiences
2. Which lessons could be learned while evaluating this
learning scenario in a secondary school class?
Although the game is very simple the pupils
enjoyed it and wanted to play on
Known engine flaws did not affect fun factor
Christof Sternig
November, 24th
2016
27. 27
Conclusion
Research Questions Reviewed
3. How does the learning experience look like?
Pupils are using the game to tighten previous
learned mathematical skills
Repeating of exercises to learn is augmented with
game-like elements and well-known technology
Christof Sternig
November, 24th
2016