| Literature DB >> 35755621 |
Robin Horst1, Simon Gerstmeier1, Ramtin Naraghi-Taghi-Off1, Julian Wagner1, Linda Rau1, Ralf Dörner1.
Abstract
In the context of e-learning, it is challenging to incorporate emerging technologies, such as alternate reality games or Virtual Reality (VR), within current learning trends. Microlearning is such a current trend. It divides large and complex chunks of content into small and elementary learning nuggets. These single self-contained nuggets are then composed to overarching lessons or courses. The concept of VR nuggets dovetails this educational trend. VR nuggets are standalone, self-contained, and rather short VR experiences that can be combined with other learning nuggets. By using initial implementations of VR nuggets, they can be used to let authors create VR earning content, for example, to let learners experience alternate realities. In this paper, we further investigate the VR nugget authoring concept and extent it. We introduce two novel authoring toolkits that rely on VR nuggets - one based on context-related module interaction (CoNMoD) and one based on visual scripting (ViNS Tiles). In two separate user studies, we examine the acceptance of the toolkits and compare them to existing authoring environments that also rely on VR nuggets but utilize different interface techniques. These studies' results emphasize the importance of exchanging content between different established tools and indicate the acceptance of our tools regarding their hedonic and pragmatic qualities, also compared to existing tools from related work. As a conclusion, we propose an exchange format for VR nuggets that supports their reusability. It enables authors that use different toolkits to work together. They can utilize VR nuggets created with other toolkits and still use their own preferred toolkit. By means of an expert survey, we draw conclusions on technical aspects and a suitable platform to make VR nuggets available to the community. This survey indicates that potential authors would use such an exchange-approach for creating and presenting VR content and that they are willing to share their work and to contribute in a VR nugget authoring community.Entities:
Keywords: Authoring; Bite-sized learning; E-Learning; Games engineering; Short virtual reality experiences; Virtual reality; Virtual reality learning nuggets
Year: 2022 PMID: 35755621 PMCID: PMC9206100 DOI: 10.1007/s11042-022-13362-5
Source DB: PubMed Journal: Multimed Tools Appl ISSN: 1380-7501 Impact factor: 2.577
Fig. 1A conceptual illustration of the show and tell pattern (left) and two implementations of it (middle and right) [30, 31]
Fig. 2Left: The VR Forge authoring interface with a show and tell nugget active [31]. Right: The immersive VR nugget interface of IN Tiles [33]
Fig. 3Conceptual illustration of the different tile affordances that IN tiles uses to let authors assemble VR nuggets
Fig. 4The relation of patterns, small and self-contained learning nuggets and classes of VR nuggets
Fig. 5Conceptual VR nugget architecture for a show and tell pattern within the CoNMod toolkit
Fig. 6The context-related CoNMoD authoring interface which consists of five panels
Fig. 7Left: An implementation of a show and tell pattern. Right: Pattern-selection screen
Fig. 8Relation and functionality of the three rooms that our visual scripting approach is divided into
Fig. 9The ViNS Tiles interface of the authoring room which consists of five menus
Fig. 10The ViNS Tiles interface of the editing room
Fig. 11The extension of the tile-based concept of IN Tiles (Section 3) that supports more than one main object. Left: VR nugget representation with two main objects where pattern-specific functions are applied to both objects (e.g., comparison of two objects). Right: Seven main objects are used, where one object shares one specific function with every other object (e.g., comparison of one object with six other objects)
Fig. 12Left: .vrngt archive file structure. Middle: JSON file structure of a show and tell VR nugget. Right: Example JSON representation of a serialized object
Fig. 13System architecture for loading (importing) and saving (exporting) procedures of VR nugget dissemination. Green connections denote the export and orange lines to the import of VR nuggets
Fig. 14Tools that were used for implementing the dissemination system architecture
Fig. 15Outcome of the expert survey on the dissemination with n = 17 participants as box-whisker plots
The 17 questions Qc1-Qc17 for evaluating CoNMoD and 15 questions Qv1-Qv15 concerning ViNS Tiles
| Questions | Associated aspect |
|---|---|
| CoNMoD questions | |
| Qc1 How did you find the usage of the tools (move, text, etc.)? | A1 |
| Qc2 How easy did you find it to place, rotate and scale the elements in the room? | A1 |
| Qc3 How easy did you find it to link the text boxes to the desired points on the object? | A1 |
| Qc4 How free did you feel regarding the camera control? | A1 |
| Qc5 Did you have enough space for your content in the 3D room? | A3 |
| Qc6 How complete do you consider the set of available VR nugget elements (3D model, text box, arrow, images etc.)? | A1 |
| Qc7 How understandable was the switching between the tools? | A3 |
| Qc8 How did you feel about the freedom to place and edit the VR nugget elements? | A2 |
| Qc9 How understandable was the workflow from an empty room to a finished VR nugget implementation? | A3 |
| Qc10 How did you like the workflow of creating your own default VR nuggets and then creating several adaptions from it? | A2 |
| Qc11 How important do you find the possibility to use and create your own default VR nuggets? | A2 |
| Qc12 How understandable was the difference between the tools and the adjustment of VR interactions? | A3 |
| Qc13 What do you think of the modular system with the nugget elements as components? | A2 |
| Qc14 What do you think of the time required to create a nugget with the VR nugget editor? | A4 |
| Qc15 How exactly do the nuggets you created reflect the information you wanted to present? | A4 |
| Qc16 How well can you replicate the same results with different software? | A4 |
| Qc17 How much time would it take with this other software? | A4 |
| ViNS Tiles questions | |
| Qv1 How well were you able to distinguish the three different rooms from each other? | A3 |
| Qv2 Was the functionality of the individual rooms clearly recognizable? | A3 |
| Qv3 How did the change between the three rooms affect you? | A2 |
| Qv4 How easy did the interaction with the building blocks work? | A2 |
| Qv5 How well did the interaction with the tools (delete, move, connect and copy) work? | A1 |
| Qv6 How helpful were the tools for solving your tasks? | A2 |
| Qv7 How much did the shapes of the building blocks help you to understand the structure of a VR nugget? | A2 |
| Qv8 Did you feel you had enough space to create your VR nuggets? | A3 |
| Qv9 How easy did you find it to link the callouts to the desired points on the object? | A1 |
| Qv10 How well did you get an overview of the assembled construct (VR nuggets) in the virtual world? | A3 |
| Qv11 How understandable was the workflow for the creation of the VR nuggets for you? | A2 |
| Qv12 How satisfied were you with the results of your implemented VR nuggets? | A4 |
| Qv13 Did the creation of the VR nuggets take an acceptable amount of time for you? | A4 |
| Qv14 How well can you replicate the same results with different software? | A4 |
| Qv15 How much time would it take with this other software? | A4 |
Fig. 16Descriptive statistics of the single items Qc1-Qc17 for CoNMoD using box-whiskers plots
Fig. 17Descriptive statistics of the item values for CoNMoD (left) and ViNS Tiles (right) aggregated by the four aspects A1-A4 using box-whiskers plots
Fig. 18Descriptive statistics of the single items Qv1-Qv15 for ViNS Tiles using box-whiskers plots
Fig. 19Word-pairs visualization (bottom) and portfolio-presentation (top) of the AttrakDiff’s outcome comparing all four existing VR nugget authoring toolkits: VR Forge (blue), IN Tiles (green), CoNMoD (orange), and ViNS Tiles (pink)
Analysis on significant differences of the product character consisting of hedonic quality
| Aspect | Toolkits | Overall Ø-scores | Different from variable number |
|---|---|---|---|
| (rounded) | (Kruskal-Wallis test with | ||
| Hedonic Quality | (1) | 4.9286 | |
| (2) | 4.75 | ||
| (3) | 4.9833 | (4) | |
| (4) | 4.45 | (3) | |
| Pragmatic Quality | (1) | 5 | (2), (3) |
| (2) | 4.4125 | (1), (3), (4) | |
| (3) | 3.8667 | (1), (2), (4) | |
| (4) | 4.9167 | (2), (3) | |
| Attractiveness | (1) | 4.7857 | |
| (2) | 4.8 | ||
| (3) | 4.8333 | ||
| (4) | 4.4667 |
pragmatic quality and the overall attractiveness [27, 28] between the four VR nugget authoring toolkits (VR Forge, IN Tiles, ViNS Tiles and CoNMoD). A Kruskal-Wallis test [42] with following post-hoc tests after Conover [12]
Fig. 20Descriptive statistics of the product character by the three aspects hedonic quality, pragmatic quality and attractiveness