A Systematic Literature Review on the User Experience Design for Game-Based Interventions via 3D Virtual Worlds in K-12 Education

dc.contributor.authorPellas Nikolaos
dc.contributor.authorMystakidis Stylianos
dc.contributor.authorChristopoulos Athanasios
dc.contributor.organizationfi=kyberturvallisuusteknologia|en=Cyber Security Engineering|
dc.contributor.organization-code2610304
dc.converis.publication-id66544904
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/66544904
dc.date.accessioned2022-10-28T14:04:16Z
dc.date.available2022-10-28T14:04:16Z
dc.description.abstract<p>A substantial body of literature has well-documented and demonstrated the potential of using three-dimensional (3D) virtual worlds (VWs) across various learning subjects and contexts in primary and secondary (K-12) education. However, little is known when it comes to issues related to child-interaction research and the impact that design decisions have on the user experience (UX), especially when game-based learning approaches are employed in 3DVWs. Hence, in this systematic literature review, we appraise and summarize the most relevant research articles (n = 30) conducted in K-12 settings, published between 2006–2020 and that elicit information related to (a) the interaction design (ID) of game events and trends associated with game elements and features that were utilized for the development and creation of game prototypes, (b) the research methods which were followed to empirically evaluate their teaching interventions, and (c) the design-related issues and factors affecting ID and UX by identifying the most frequent set of learning and game mechanics that were adopted in various game prototypes in different learning subjects. The vast majority of game prototypes enhanced students’ engagement and participation, affecting their achievements positively. This systematic literature review provides clear guidelines regarding the design decisions that educational stakeholders should consider, and provides recommendations on how to assess and evaluate the students’ learning experience (i.e., performance, achievements, outcomes) using 3DVWs.<br></p>
dc.identifier.jour-issn2414-4088
dc.identifier.olddbid186085
dc.identifier.oldhandle10024/169179
dc.identifier.urihttps://www.utupub.fi/handle/11111/42887
dc.identifier.urlhttps://www.mdpi.com/2414-4088/5/6/28
dc.identifier.urnURN:NBN:fi-fe2021093048905
dc.language.isoen
dc.okm.affiliatedauthorChristopoulos, Athanasios
dc.okm.discipline113 Computer and information sciencesen_GB
dc.okm.discipline516 Educational sciencesen_GB
dc.okm.discipline113 Tietojenkäsittely ja informaatiotieteetfi_FI
dc.okm.discipline516 Kasvatustieteetfi_FI
dc.okm.internationalcopublicationinternational co-publication
dc.okm.internationalityInternational publication
dc.okm.typeA2 Scientific Article
dc.publisherMDPI
dc.publisher.countrySwitzerlanden_GB
dc.publisher.countrySveitsifi_FI
dc.publisher.country-codeCH
dc.relation.articlenumber28
dc.relation.doi10.3390/mti5060028
dc.relation.ispartofjournalMultimodal Technologies and Interaction
dc.relation.issue6
dc.relation.volume5
dc.source.identifierhttps://www.utupub.fi/handle/10024/169179
dc.titleA Systematic Literature Review on the User Experience Design for Game-Based Interventions via 3D Virtual Worlds in K-12 Education
dc.year.issued2021

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