TY - GEN
T1 - THE IMPACT OF IMMERSION LEVEL WHEN LEARNING OPTIMIZATION CONCEPTS VIA A SIMULATION GAME
AU - Bandi, Saurav
AU - Ozden, Sabahattin G.
AU - Ashour, Omar
AU - Negahban, Ashkan
N1 - Publisher Copyright:
© 2024 IEEE.
PY - 2024
Y1 - 2024
N2 - Simulation can be employed as an interactive computer game to enable game-based learning. Educational simulations can also be combined with immersive technologies such as virtual reality (VR) to enhance student engagement and learning. While recent years have seen significant growth in the use of immersive technologies in education, the role and contribution of the additional immersion offered by VR still needs to be explored. This paper aims to address this gap by comparing low- and high-immersion modes for a simulation game to familiarize students with the fundamental concepts of mathematical optimization. The game resembles performing a heuristic search on the solution space for an optimization problem and involves finding the highest peak in an arctic landscape. Our research experiments include three groups of students who play the game either in VR, desktop mode, or PowerPoint slides. Our statistical comparisons show that VR enhanced students’ sense of presence and learning.
AB - Simulation can be employed as an interactive computer game to enable game-based learning. Educational simulations can also be combined with immersive technologies such as virtual reality (VR) to enhance student engagement and learning. While recent years have seen significant growth in the use of immersive technologies in education, the role and contribution of the additional immersion offered by VR still needs to be explored. This paper aims to address this gap by comparing low- and high-immersion modes for a simulation game to familiarize students with the fundamental concepts of mathematical optimization. The game resembles performing a heuristic search on the solution space for an optimization problem and involves finding the highest peak in an arctic landscape. Our research experiments include three groups of students who play the game either in VR, desktop mode, or PowerPoint slides. Our statistical comparisons show that VR enhanced students’ sense of presence and learning.
UR - https://www.scopus.com/pages/publications/85217620594
UR - https://www.scopus.com/pages/publications/85217620594#tab=citedBy
U2 - 10.1109/WSC63780.2024.10838881
DO - 10.1109/WSC63780.2024.10838881
M3 - Conference contribution
AN - SCOPUS:85217620594
T3 - Proceedings - Winter Simulation Conference
SP - 3094
EP - 3105
BT - 2024 Winter Simulation Conference, WSC 2024
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 2024 Winter Simulation Conference, WSC 2024
Y2 - 15 December 2024 through 18 December 2024
ER -