The Mystery of Lehigh Gap: Game-based VR for Informal Learning

Authors

  • Alec Bodzin
  • Robson Araujo Junior
  • Josie Koelsch
  • Mayra Arnoat Perez
  • Udita Agarwal
  • Marcos Escobar
  • Chad Schwartz
  • David Anastasio
  • Thomas Hammond
  • Brian Birchak
  • Junchen Bao
  • Yiting Chen
  • Tarah Cicero
  • Xiangyu Hu
  • E. J. Rovella
  • Laura Sary
  • Matthew Silverman
  • Hayley Whitney

DOI:

https://doi.org/10.56198/A6PFYQGSI

Keywords:

game-based VR, environmental education, game design

Abstract

Game-based Virtual Reality (VR) holds much potential to enhance informal education settings, whether in libraries, museums, environmental centers, or at home. We have designed and developed Mystery of the Lehigh Gap, a VR game for adolescents and adults to learn about the historical changes that occurred in the Lehigh Gap, Pennsylvania, USA due to a zinc smelting plant that operated from 1898-1980. We present the design principles that guided our project’s development, which were derived from the research literature on designing learning for informal science education environments, and the affordances that gamified VR can provide. Our iLRN poster with accompanied video presents the first section of the Mystery of the Lehigh Gap. It highlights the narrative context and a series of mini-games in which players learn about historical mining, transportation, and industrial processes at a zinc smelting plant that converted a pristine landscape with vegetation to a barren moonscape. During our poster session, we will discuss our design and development work.

References

Bodzin, A. et al.: Investigating engagement and flow with a placed-based immersive virtual reality game. Jour Sci Edu Tech, 30(3), 347-360 (2021). DOI: 10.1007/s10956-020-09870-4

National Research Council: Learning Science in Informal Environments: People, Places, and Pursuits. The National Academies Press, Washington, DC (2009).

Allen, S.: Secrets of circles summative evaluation report. Report prepared for the Discovery Museum of San Jose. Available: https://www.informalscience.org/sites/default/files/report_252.PDF [accessed August 2019]. (2007).

Barab, S. et al.: Situationally embodied curriculum: Relating formalisms and contexts. Sci Edu, 91, 750–782 (2007). doi:10.1002/sce.20217.

Klopfer, E. et al.: The simulation cycle: Combining games, simulations, engineering and science using StarLogo TNG. E-Lear, 6(1), 71-96 (2009).

Kafai, Y. B. et al.: Investigating the “‘Why’” in Whypox: Casual and systematic explorations of a virtual epidemic. Gam Cult, 5, 116–135 (2010). doi: 10.1177/1555412009351265.

National Research Council: Learning science through computer games and simulations. The National Academies Press, Washington, DC (2011).

Squire, K. D., Jan, M.: Mad city mystery: Developing scientific argumentation skills with a place-based augmented reality game on handheld computers. Jour Sci Edu Tech, 16, 5–29 (2007). doi:10.1007/s10956-006- 9037-z

Squire, K. D., Klopfer, E.: Augmented reality simulations on handheld computers. Jour Lear Sci, 16, 371–413 (2007). doi:10.1080/10508400701413435.

Barab, S. A. et al.: Transformational play as a curricular scaffold: Using videogames to support science education. Jour Sci Edu Tech, 18, 305–320 (2009). doi:10.1007/s10956-009-9171-5.

Dieterle, E.: Neomillennial learning styles and River City. Child Youth Env, 19, 245–278 (2009).

Acquah, E. O., Katz, H.T.: Digital game-based L2 learning outcome for primary through high school students: A systemic literature review. Comp Edu, 143, 1033667 (2020). doi:10.1016/j.compedu.2019.103667

Mayer, R.E.: Multimedia learning. 2nd ed.. Cambridge University Press, New York (2009).

National Research Council: Education for Life and Work: Developing transferable knowledge and skills in the 21st century. The National Academies Press, Washington, D.C. (2012).

Bressler, D., Bodzin, A.: A mixed methods assessment of students’ flow experience during a mobile augmented reality science game. Jour Comp Ass Lear, 29(6), 505-517 (2013). doi: 10.1111/jcal.12008.

Kirriemuir, J., McFarlane, A.: Report 8: Literature review in games and learning. NESTA Futurelab, Bristol, UK (2004).

National Research Council: Learning science through computer games and simulations. The National Academies Press, Washington, DC (2011).

K. A. Wilson et al.: Relationships between game attributes and learning outcomes: Review and research proposals. Sim Gam, 40(2), 217-266 (2009).

R. Azevedo, V. Aleven, eds.: International handbook of metacognition and learning technologies. Springer, Amsterdam (2010).

J. Pirker et al.: Motivational active learning in blended and virtual learning scenarios: engaging students in digital learning, In M. Pinhiero & D. Simoes (Eds.), Handbook of Research on Engaging Digital Natives in Higher Education Settings, pp. 416-437. IGI Global, Hershey: (2016).

Downloads

Published

06-06-2022

How to Cite

The Mystery of Lehigh Gap: Game-based VR for Informal Learning. (2022). Immersive Learning Research - Practitioner, 1(1), 71-77. https://doi.org/10.56198/A6PFYQGSI

Similar Articles

1-10 of 74

You may also start an advanced similarity search for this article.

Most read articles by the same author(s)