Szczegóły publikacji
Opis bibliograficzny
Ohm VR: solving electronics escape room challenges on the roadmap towards gamified STEAM education / Piotr Zamojski, Norbert Barczyk, Marek FRANKOWSKI, Artur Cybulski, Konrad Nakonieczny, Marek Makowiec, Magdalena IGRAS-CYBULSKA // W: VRW 2023 [Dokument elektroniczny] : IEEE conference on Virtual Reality and 3D user interfaces abstracts and workshops : 25–29 March 2023, Shanghai, China : proceedings. — Wersja do Windows. — Dane tekstowe. — Piscataway : IEEE, cop. 2023. — e-ISBN: 979-8-3503-4839-2. — S. 532–535. — Wymagania systemowe: Adobe Reader. — Bibliogr. s. 535, Abstr. — Publikacja dostępna online od: 2023-05-01
Autorzy (7)
- AGHZamojski Piotr
- AGHBarczyk Norbert
- AGHFrankowski Marek
- Cybulski Artur
- Nakonieczny Konrad
- Makowiec Marek
- AGHIgras-Cybulska Magdalena
Słowa kluczowe
Dane bibliometryczne
ID BaDAP | 146667 |
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Data dodania do BaDAP | 2023-05-16 |
Tekst źródłowy | URL |
DOI | 10.1109/VRW58643.2023.00117 |
Rok publikacji | 2023 |
Typ publikacji | materiały konferencyjne (aut.) |
Otwarty dostęp | |
Wydawca | Institute of Electrical and Electronics Engineers (IEEE) |
Konferencja | Virtual Reality and 3D User Interfaces Abstracts and Workshops |
Abstract
We present a prototype of VR application containing puzzles in-spired by Electronics and Telecommunication classes validated qual-itatively. The design utilizes escape room mechanics and the application features 3 levels: solving resistors circuits, amplifier circuit and the network configuration. It is implemented with Unity for Meta Quest 2 platform. The experience lasts about 30–45 minutes. It was evaluated by usability and user experience tests conducted with N=5 users. Learning outcome and knowledge retention was measured with a pre-test and post-test.