A Comparative Study on the VR Experience of Students in a Digital Documentary Game
Year 2024,
Volume: 4 Issue: 1, 33 - 42, 30.06.2024
Pınar Şahin
,
Arda Çalışkan
,
Ziya Volkan Hacıtahiroğulları
Salih Ceylan
Güven Çatak
Server Zafer Masalcı
Abstract
VR technologies, which are used in many fields today, have also started to be used in education through the game platforms with the realistic and interactive environments they provide. The 'Following the Traces of Sedad Hakkı Eldem in Istanbul project, developed within the scope of a scientific project jointly carried out by the Architecture and Digital Game Design Departments at the host university, is an architecture-themed documentary game designed for educational purposes. Within the game's scope, three different projects of architect Sedad Hakkı Eldem, whose name is frequently mentioned in the history of the Early Republic period and in the modernization processes, were selected. The game's scenario was developed to perceive these architectural spaces by experience. However, this experience may vary according to the different department users due to their focal points and educational structures. According to this, this study conducted a research with the students at the host university to see how this documentary game was perceived and evaluated by students from two different departments. In order to conduct a comparative research, a questionnaire was directed to the students after their game experience. Especially the results of the third part proved the differences in the students' perceptions of different departments. On the other hand, although students from these two departments revealed some differences in their focus and approach to evaluating the game, the results also showed that the game provided an overall beneficial educational experience.
Supporting Institution
Bahçeşehir Üniversitesi Rektörlüğü
Project Number
BAUBAP 2020.01.13
Thanks
Bu makalenin yazarları, "Following the Traces of Sedad Hakkı Eldem İstanbul" adlı projenin hayata geçirilmesini destekleyen ve finansal destek sağlayan Bahçeşehir Üniversitesi rektörlüğüne teşekkür eder.
References
- Grabowski, M. (2017). Perception and Poetics of VR Documentaries. Paper presented at the ZDOK documentary conference, Zurich, March 30.
- Wilson, C. J., & Soranzo, A. (2015). The Use of Virtual Reality in Psychology: A Case Study in Visual Perception. Computational and Mathematical Methods in Medicine, 2015, 151702. https://doi.org/10.1155/2015/151702
- Guerra-Tamez, C. R. (2023). The Impact of Immersion through Virtual Reality in the Learning Experiences of Art and Design Students: The Mediating Effect of the Flow Experience. Education Sciences, 13(2), 185. https://doi.org/10.3390/educsci13020185
- Berger, P. (2008). There and Back Again: Reuse, Signifiers and Consistency in Created Game Spaces. In A. Jahn-Sudmann & R. Stockmann (Eds.), Computer Games as a Sociocultural Phenomenon. Palgrave Macmillan. https://doi.org/10.1057/9780230583306_5
- Alshammari, S. H. (2019). The Role of Virtual Reality in Enhancing Students’ Learning. International Journal of Educational Technology and Learning, 7(1), 1-6. https://doi.org/10.20448/2003.71.1.6
- Hu-Au, E., & Lee, J. J. (2017). Virtual reality in education: A tool for learning in the experience age. International Journal of Innovation in Education, 4(4), 215-226.
- Martin-Gutierrez, J., Mora, C. E., Anorbe-Diaz, B., & Gonzalez-Marrero, A. (2017). Virtual Technologies Trends in Education. EURASIA Journal of Mathematics, Science & Technology Education, 13, 469-486. https://doi.org/10.12973/eurasia.2017.00626a
- Oyelere, S. S., Bouali, N., Kaliisa, R., Obaido, G., Yunusa, A. A., & Jimoh, E. R. (2020). Exploring the trends of educational virtual reality games: A systematic review of empirical studies. Smart Learning Environments, 7, 1-22.
- Ibrahim, R., & Jaafar, A. (2011). User acceptance of educational games: A revised unified theory of acceptance and use of technology (UTAUT). World Academy of Science, Engineering and Technology, 77, 551-557.
- Act, C. (1970). Serious Games. Viking Press.
- Noemí, P. M., & Máximo, S. H. (2014). Educational games for learning. Universal Journal of Educational Research, 2(3), 230-238.
- Tsai, F. H. (2012). Exploring the Factors Influencing Learning Effectiveness in Digital Game-based Learning. Educational Technology & Society, 15(3), 240-250.
- De Freitas, S. (2018). Are games effective learning tools? A review of educational games. Journal of Educational Technology & Society, 21(2), 74-84.
- Psotka, J. (2013). Educational games and virtual reality as disruptive technologies. Journal of Educational Technology & Society, 16(2), 69-80.
- Castronovo, F., Nikolic, D., Ventura, S. M., Shroff, V., Nguyen, A., & Gaedicke, C. (2019). Design and development of a virtual reality educational game for architectural and construction reviews. In ASEE Annual Conference & Exposition.
- Güney, E. (2019). A New Gamebased Immersive Virtual Learning Tool For Perceiving Behaviour Of Structures: Structurepuzzlevr.
- Fullerton, T. (2008). Documentary Games: Putting the Player in the Path of History. In Z. Whalen & L. N. Taylor (Eds.), Playing the Past: History and Nostalgia in Video Games (pp. 215–238). Vanderbilt University Press. https://doi.org/10.2307/j.ctv16759mn.16
- Jenkins, H. (2004). Game design as narrative architecture. In N. Wardrip-Fruin & P. Harrigan (Eds.), First person: New media as story, performance, game (pp. 118–130). MIT Press.
- Bozdoğan, S. (2015). Modernizm ve Ulusun İnşası, Erken Cumhuriyet Türkiyesi’nde Mimari Kültür. Metis Yayınları.
- Tanju, B. (2009). “Sedad Hakkı Eldem: Bir Katalog Denemesi.” In Sedad Hakkı Eldem II: Retrospektif, edited by B. Tanju & U. Tanyeli. Osmanlı Bankası Arşiv ve Araştırma Merkezi.
- Troxler, M., Qurashi, S., Tjon, D., Gao, H., & Rombout, L. E. (2018). The Virtual Hero: The influence of narrative on affect and presence in a VR game. AfCAI.
- Ryan, M. L. (2015). Narrative as virtual reality 2: Revisiting immersion and interactivity in literature and electronic media.
- Anderson, E. F., McLoughlin, L., Liarokapis, F., Peters, C., Petridis, P., & De Freitas, S. (2010). Developing serious games for cultural heritage: A state-of-the-art review. Virtual Reality, 14(4), 255-275.
- Devlieghere, F., Vermeiren, L., & Debevere, J. (2004). New preservation technologies: Possibilities and limitations. International Dairy Journal, 14(4), 273-285.
- Radford, A. (2000). Games and learning about form in architecture. Automation in Construction, 9(4), 379-385.
- Mortara, M., Catalano, C. E., Bellotti, F., Fiucci, G., Houry-Panchetti, M., & Petridis, P. (2014). Learning cultural heritage by serious games. Journal of Cultural Heritage, 15(3), 318-325.
- Ferguson, C., Van den Broek, E. L., & Van Oostendorp, H. (2020). On the role of interaction mode and story structure in virtual reality serious games. Computers & Education, 143, 103671.
- Anifowose, H., Yan, W., & Dixit, M. (2022). BIM LOD+ Virtual Reality--Using Game Engine for Visualization in Architectural & Construction Education. arXiv preprint arXiv:2201.09954.
- Fonseca, D., Cavalcanti, J., Peña, E., Valls, V., Sanchez-Sepúlveda, M., & Redondo, E. (2021). Mixed assessment of virtual serious games applied in architectural and urban design education. Sensors, 21(9), 3102. https://doi.org/10.3390/s21093102
- Takatalo, J., Hakkinen, J., Kaistinen, J., & Nyman, G. (2008). User Experience in Digital Games. Human Computer Interaction. https://doi.org/10.5772/6295
- Nacke, L., Niesenhaus, J., Engl, S., Canossa, A., Kuikkaniemi, K., & Immich, T. (2010). Bringing Digital Games to User Research and User Experience. In Proceedings of the Entertainment Interfaces Track 2010 at Interaktive Kulturen 2010. CEUR Workshop Proceedings. http://ceur-ws.org/Vol-634/Entertainment-Interfaces-Proceedings05.pdf
- Nagalingam, V., & Ibrahim, R. (2015). User Experience of Educational Games: A Review of the Elements. Procedia Computer Science, 72, 423-433. https://doi.org/10.1016/j.procs.2015.12.123
A Comparative Study on the VR Experience of Students in a Digital Documentary Game
Year 2024,
Volume: 4 Issue: 1, 33 - 42, 30.06.2024
Pınar Şahin
,
Arda Çalışkan
,
Ziya Volkan Hacıtahiroğulları
Salih Ceylan
Güven Çatak
Server Zafer Masalcı
Abstract
VR technologies, which are used in many fields today, have also started to be used in education through the game platforms with the realistic and interactive environments they provide. The 'Following the Traces of Sedad Hakkı Eldem in Istanbul project, developed within the scope of a scientific project jointly carried out by the Architecture and Digital Game Design Departments at the host university, is an architecture-themed documentary game designed for educational purposes. Within the game's scope, three different projects of architect Sedad Hakkı Eldem, whose name is frequently mentioned in the history of the Early Republic period and in the modernization processes, were selected. The game's scenario was developed to perceive these architectural spaces by experience. However, this experience may vary according to the different department users due to their focal points and educational structures. According to this, this study conducted a research with the students at the host university to see how this documentary game was perceived and evaluated by students from two different departments. In order to conduct a comparative research, a questionnaire was directed to the students after their game experience. Especially the results of the third part proved the differences in the students' perceptions of different departments. On the other hand, although students from these two departments revealed some differences in their focus and approach to evaluating the game, the results also showed that the game provided an overall beneficial educational experience.
Project Number
BAUBAP 2020.01.13
References
- Grabowski, M. (2017). Perception and Poetics of VR Documentaries. Paper presented at the ZDOK documentary conference, Zurich, March 30.
- Wilson, C. J., & Soranzo, A. (2015). The Use of Virtual Reality in Psychology: A Case Study in Visual Perception. Computational and Mathematical Methods in Medicine, 2015, 151702. https://doi.org/10.1155/2015/151702
- Guerra-Tamez, C. R. (2023). The Impact of Immersion through Virtual Reality in the Learning Experiences of Art and Design Students: The Mediating Effect of the Flow Experience. Education Sciences, 13(2), 185. https://doi.org/10.3390/educsci13020185
- Berger, P. (2008). There and Back Again: Reuse, Signifiers and Consistency in Created Game Spaces. In A. Jahn-Sudmann & R. Stockmann (Eds.), Computer Games as a Sociocultural Phenomenon. Palgrave Macmillan. https://doi.org/10.1057/9780230583306_5
- Alshammari, S. H. (2019). The Role of Virtual Reality in Enhancing Students’ Learning. International Journal of Educational Technology and Learning, 7(1), 1-6. https://doi.org/10.20448/2003.71.1.6
- Hu-Au, E., & Lee, J. J. (2017). Virtual reality in education: A tool for learning in the experience age. International Journal of Innovation in Education, 4(4), 215-226.
- Martin-Gutierrez, J., Mora, C. E., Anorbe-Diaz, B., & Gonzalez-Marrero, A. (2017). Virtual Technologies Trends in Education. EURASIA Journal of Mathematics, Science & Technology Education, 13, 469-486. https://doi.org/10.12973/eurasia.2017.00626a
- Oyelere, S. S., Bouali, N., Kaliisa, R., Obaido, G., Yunusa, A. A., & Jimoh, E. R. (2020). Exploring the trends of educational virtual reality games: A systematic review of empirical studies. Smart Learning Environments, 7, 1-22.
- Ibrahim, R., & Jaafar, A. (2011). User acceptance of educational games: A revised unified theory of acceptance and use of technology (UTAUT). World Academy of Science, Engineering and Technology, 77, 551-557.
- Act, C. (1970). Serious Games. Viking Press.
- Noemí, P. M., & Máximo, S. H. (2014). Educational games for learning. Universal Journal of Educational Research, 2(3), 230-238.
- Tsai, F. H. (2012). Exploring the Factors Influencing Learning Effectiveness in Digital Game-based Learning. Educational Technology & Society, 15(3), 240-250.
- De Freitas, S. (2018). Are games effective learning tools? A review of educational games. Journal of Educational Technology & Society, 21(2), 74-84.
- Psotka, J. (2013). Educational games and virtual reality as disruptive technologies. Journal of Educational Technology & Society, 16(2), 69-80.
- Castronovo, F., Nikolic, D., Ventura, S. M., Shroff, V., Nguyen, A., & Gaedicke, C. (2019). Design and development of a virtual reality educational game for architectural and construction reviews. In ASEE Annual Conference & Exposition.
- Güney, E. (2019). A New Gamebased Immersive Virtual Learning Tool For Perceiving Behaviour Of Structures: Structurepuzzlevr.
- Fullerton, T. (2008). Documentary Games: Putting the Player in the Path of History. In Z. Whalen & L. N. Taylor (Eds.), Playing the Past: History and Nostalgia in Video Games (pp. 215–238). Vanderbilt University Press. https://doi.org/10.2307/j.ctv16759mn.16
- Jenkins, H. (2004). Game design as narrative architecture. In N. Wardrip-Fruin & P. Harrigan (Eds.), First person: New media as story, performance, game (pp. 118–130). MIT Press.
- Bozdoğan, S. (2015). Modernizm ve Ulusun İnşası, Erken Cumhuriyet Türkiyesi’nde Mimari Kültür. Metis Yayınları.
- Tanju, B. (2009). “Sedad Hakkı Eldem: Bir Katalog Denemesi.” In Sedad Hakkı Eldem II: Retrospektif, edited by B. Tanju & U. Tanyeli. Osmanlı Bankası Arşiv ve Araştırma Merkezi.
- Troxler, M., Qurashi, S., Tjon, D., Gao, H., & Rombout, L. E. (2018). The Virtual Hero: The influence of narrative on affect and presence in a VR game. AfCAI.
- Ryan, M. L. (2015). Narrative as virtual reality 2: Revisiting immersion and interactivity in literature and electronic media.
- Anderson, E. F., McLoughlin, L., Liarokapis, F., Peters, C., Petridis, P., & De Freitas, S. (2010). Developing serious games for cultural heritage: A state-of-the-art review. Virtual Reality, 14(4), 255-275.
- Devlieghere, F., Vermeiren, L., & Debevere, J. (2004). New preservation technologies: Possibilities and limitations. International Dairy Journal, 14(4), 273-285.
- Radford, A. (2000). Games and learning about form in architecture. Automation in Construction, 9(4), 379-385.
- Mortara, M., Catalano, C. E., Bellotti, F., Fiucci, G., Houry-Panchetti, M., & Petridis, P. (2014). Learning cultural heritage by serious games. Journal of Cultural Heritage, 15(3), 318-325.
- Ferguson, C., Van den Broek, E. L., & Van Oostendorp, H. (2020). On the role of interaction mode and story structure in virtual reality serious games. Computers & Education, 143, 103671.
- Anifowose, H., Yan, W., & Dixit, M. (2022). BIM LOD+ Virtual Reality--Using Game Engine for Visualization in Architectural & Construction Education. arXiv preprint arXiv:2201.09954.
- Fonseca, D., Cavalcanti, J., Peña, E., Valls, V., Sanchez-Sepúlveda, M., & Redondo, E. (2021). Mixed assessment of virtual serious games applied in architectural and urban design education. Sensors, 21(9), 3102. https://doi.org/10.3390/s21093102
- Takatalo, J., Hakkinen, J., Kaistinen, J., & Nyman, G. (2008). User Experience in Digital Games. Human Computer Interaction. https://doi.org/10.5772/6295
- Nacke, L., Niesenhaus, J., Engl, S., Canossa, A., Kuikkaniemi, K., & Immich, T. (2010). Bringing Digital Games to User Research and User Experience. In Proceedings of the Entertainment Interfaces Track 2010 at Interaktive Kulturen 2010. CEUR Workshop Proceedings. http://ceur-ws.org/Vol-634/Entertainment-Interfaces-Proceedings05.pdf
- Nagalingam, V., & Ibrahim, R. (2015). User Experience of Educational Games: A Review of the Elements. Procedia Computer Science, 72, 423-433. https://doi.org/10.1016/j.procs.2015.12.123