Affine Transformations (ATs) often escape an intuitive approach due to their high complexity. Therefore, we developed GEtiT that directly encodes ATs in its game mechanics and scales the knowledge's level of abstraction. This results in an intuitive application as well as audiovisual presentation of ATs and hence in a knowledge learning. We also developed a specific Virtual Reality (VR) version to explore the effects of immersive VR on the learning outcomes. This paper presents our approach of directly encoding abstract knowledge in game mechanics, the conceptual design of GEtiT and its technical implementation. Both versions are compared in regard to their usability in a user study. The results show that both GEtiT versions induce a high degree of flow and elicit a good intuitive use. They validate the effectiveness of the design and the resulting knowledge application requirements. Participants favored GEtiT VR thus showing a potentially higher learning quality when using VR.
%0 Conference Paper
%1 oberdorfertobepublishedusability
%A Oberdörfer, Sebastian
%A Heidrich, David
%A Latoschik, Marc Erich
%B Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
%C New York, NY, USA
%D 2019
%I Association for Computing Machinery
%K chi2019 getit myown oberdoerfer
%P 1-13
%R 10.1145/3290605.3300405
%T Usability of Gamified Knowledge Learning in VR and Desktop-3D
%U https://downloads.hci.informatik.uni-wuerzburg.de/2019-chi-getit-usability-preprint.pdf
%X Affine Transformations (ATs) often escape an intuitive approach due to their high complexity. Therefore, we developed GEtiT that directly encodes ATs in its game mechanics and scales the knowledge's level of abstraction. This results in an intuitive application as well as audiovisual presentation of ATs and hence in a knowledge learning. We also developed a specific Virtual Reality (VR) version to explore the effects of immersive VR on the learning outcomes. This paper presents our approach of directly encoding abstract knowledge in game mechanics, the conceptual design of GEtiT and its technical implementation. Both versions are compared in regard to their usability in a user study. The results show that both GEtiT versions induce a high degree of flow and elicit a good intuitive use. They validate the effectiveness of the design and the resulting knowledge application requirements. Participants favored GEtiT VR thus showing a potentially higher learning quality when using VR.
@inproceedings{oberdorfertobepublishedusability,
abstract = {Affine Transformations (ATs) often escape an intuitive approach due to their high complexity. Therefore, we developed GEtiT that directly encodes ATs in its game mechanics and scales the knowledge's level of abstraction. This results in an intuitive application as well as audiovisual presentation of ATs and hence in a knowledge learning. We also developed a specific Virtual Reality (VR) version to explore the effects of immersive VR on the learning outcomes. This paper presents our approach of directly encoding abstract knowledge in game mechanics, the conceptual design of GEtiT and its technical implementation. Both versions are compared in regard to their usability in a user study. The results show that both GEtiT versions induce a high degree of flow and elicit a good intuitive use. They validate the effectiveness of the design and the resulting knowledge application requirements. Participants favored GEtiT VR thus showing a potentially higher learning quality when using VR.},
added-at = {2019-02-20T16:04:25.000+0100},
address = {New York, NY, USA},
author = {Oberdörfer, Sebastian and Heidrich, David and Latoschik, Marc Erich},
biburl = {https://www.bibsonomy.org/bibtex/217cfa4e495e8c671932ba5b09f621927/hci-uwb},
booktitle = {Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems},
doi = {10.1145/3290605.3300405},
interhash = {2555f48fd39e9b3c72b357907b131762},
intrahash = {17cfa4e495e8c671932ba5b09f621927},
keywords = {chi2019 getit myown oberdoerfer},
pages = {1-13},
publisher = {Association for Computing Machinery},
series = {CHI ’19},
timestamp = {2024-05-06T17:22:37.000+0200},
title = {Usability of Gamified Knowledge Learning in VR and Desktop-3D},
url = {https://downloads.hci.informatik.uni-wuerzburg.de/2019-chi-getit-usability-preprint.pdf},
year = 2019
}