A Fuzzy Set-Based Model for Educational Serious Games with 360-Degree Videos

Currently, the use of 360° videos combined with virtual reality (VR) techniques in the educational context has been considered a promising field of research. However, there is still a shortage not only of educational serious games (ESG) that implement such resources but also of models that can enhan...

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Main Authors: Zildomar Carlos Felix, Liliane S. Machado, Rodrigo Pinheiro de Toledo Vianna, Ronei Marcos de Moraes
Format: Article
Language:English
Published: Wiley 2023-01-01
Series:International Journal of Computer Games Technology
Online Access:http://dx.doi.org/10.1155/2023/4960452
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author Zildomar Carlos Felix
Liliane S. Machado
Rodrigo Pinheiro de Toledo Vianna
Ronei Marcos de Moraes
author_facet Zildomar Carlos Felix
Liliane S. Machado
Rodrigo Pinheiro de Toledo Vianna
Ronei Marcos de Moraes
author_sort Zildomar Carlos Felix
collection DOAJ
description Currently, the use of 360° videos combined with virtual reality (VR) techniques in the educational context has been considered a promising field of research. However, there is still a shortage not only of educational serious games (ESG) that implement such resources but also of models that can enhance the player’s experience and evaluate their performance. This work presents a decision model for SGE with 360° videos. The model was developed from artificial intelligence (AI) techniques with the aim of enhancing the player’s learning using immersion mechanisms and pedagogical reinforcement strategies based on the player’s experience and performance evaluation. The model was integrated into the SG The Mystery of Pandora to evaluate its efficiency. The game was evaluated with a sample of 52 participants aged between 13 and 63 (M=33.55, SD=12.14). The results showed adjustments made by the model in the final performance of the players based on their exploration in the 360° videos. Such adjustments allowed identifying players with learning difficulties and recommending pedagogical reinforcement to enhance learning. It was also possible to verify that players would win the game without the minimum knowledge expected about the subject if the decision model was not used.
format Article
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institution Kabale University
issn 1687-7055
language English
publishDate 2023-01-01
publisher Wiley
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series International Journal of Computer Games Technology
spelling doaj-art-c1d5939aef7845629554aed09a8c9ce32025-02-03T06:42:46ZengWileyInternational Journal of Computer Games Technology1687-70552023-01-01202310.1155/2023/4960452A Fuzzy Set-Based Model for Educational Serious Games with 360-Degree VideosZildomar Carlos Felix0Liliane S. Machado1Rodrigo Pinheiro de Toledo Vianna2Ronei Marcos de Moraes3Federal Rural University of PernambucoFederal University of ParaíbaFederal University of ParaíbaFederal University of ParaíbaCurrently, the use of 360° videos combined with virtual reality (VR) techniques in the educational context has been considered a promising field of research. However, there is still a shortage not only of educational serious games (ESG) that implement such resources but also of models that can enhance the player’s experience and evaluate their performance. This work presents a decision model for SGE with 360° videos. The model was developed from artificial intelligence (AI) techniques with the aim of enhancing the player’s learning using immersion mechanisms and pedagogical reinforcement strategies based on the player’s experience and performance evaluation. The model was integrated into the SG The Mystery of Pandora to evaluate its efficiency. The game was evaluated with a sample of 52 participants aged between 13 and 63 (M=33.55, SD=12.14). The results showed adjustments made by the model in the final performance of the players based on their exploration in the 360° videos. Such adjustments allowed identifying players with learning difficulties and recommending pedagogical reinforcement to enhance learning. It was also possible to verify that players would win the game without the minimum knowledge expected about the subject if the decision model was not used.http://dx.doi.org/10.1155/2023/4960452
spellingShingle Zildomar Carlos Felix
Liliane S. Machado
Rodrigo Pinheiro de Toledo Vianna
Ronei Marcos de Moraes
A Fuzzy Set-Based Model for Educational Serious Games with 360-Degree Videos
International Journal of Computer Games Technology
title A Fuzzy Set-Based Model for Educational Serious Games with 360-Degree Videos
title_full A Fuzzy Set-Based Model for Educational Serious Games with 360-Degree Videos
title_fullStr A Fuzzy Set-Based Model for Educational Serious Games with 360-Degree Videos
title_full_unstemmed A Fuzzy Set-Based Model for Educational Serious Games with 360-Degree Videos
title_short A Fuzzy Set-Based Model for Educational Serious Games with 360-Degree Videos
title_sort fuzzy set based model for educational serious games with 360 degree videos
url http://dx.doi.org/10.1155/2023/4960452
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