In recent years, Virtual Reality (VR) has found its way into different fields besides pure entertainment. One of the topics that can benefit from the immersive experience of VR is education. Furthermore, using game-based approaches in education can increase user motivation and engagement. Accordingly, in this paper, we designed and developed an immersive escape room game in VR to teach building energy simulation topics. In the game, players must solve puzzles like, for instance, assembling walls using different materials. We use a player guidance system that combines educational content, puzzles, and different types of hints to educate the players about parameters that influence energy efficiency, structural resistance, and costs. To improve user onboarding, we implemented a tutorial level to teach players general interactions and locomotion. To assess the user experience, we evaluate both the tutorial and the game with an expert study with gaming and VR experts (n=11). The participants were asked to play both the tutorial level and the escape room level and complete two sets of post-questionnaires, one after the tutorial and one after the puzzle level. The one after the tutorial level consisted of NASA-TLX and SUS questionnaires, while after the escape room level we asked users to complete the NASA-TLX, UESSF, and PXI questionnaires. The results indicate that the onboarding level successfully provided good usability while maintaining a low task load. On the other hand, the escape room level can provide an engaging, visually appealing, and usable learning environment by arousing players' curiosity through the gameplay. This environment can be extended in future development stages with different educational contents from various fields.
翻译:近年来,虚拟现实(VR)技术已超越纯娱乐范畴,逐步应用于不同领域。教育是能够从VR沉浸式体验中获益的课题之一。此外,在教育中采用基于游戏的方法能够有效提升学习者的动机与参与度。为此,本文设计并开发了一款沉浸式VR密室逃脱游戏,用于教授建筑能耗模拟相关知识。游戏中,玩家需完成诸如使用不同材料组装墙体等谜题。我们采用了一套融合教育内容、谜题与多类型提示的玩家引导系统,旨在向玩家传授影响能源效率、结构抗力及成本的相关参数知识。为优化用户入门体验,我们设计了教学关卡以指导玩家掌握基础交互与移动操作。为评估用户体验,我们通过专家研究(n=11)对教学关卡与游戏本体进行了评估,参与者包括游戏与VR领域专家。参与者需依次完成教学关卡与密室逃脱关卡,并分别填写两套后测问卷:教学关卡后采用NASA任务负荷指数量表(NASA-TLX)与系统可用性量表(SUS),密室逃脱关卡后则采用NASA-TLX、用户参与度短量表(UESSF)与玩家体验量表(PXI)。结果表明:入门关卡在保持较低任务负荷的同时实现了良好的可用性;而密室逃脱关卡则能通过游戏玩法激发玩家好奇心,构建出兼具吸引力、视觉表现力与可用性的学习环境。该框架可在未来开发阶段扩展至不同领域的多样化教育内容。