DIGITAL LIBRARY
AN EDUCATIONAL HISTORICAL GAME USING VIRTUAL REALITY
Lublin University of Technology (POLAND)
About this paper:
Appears in: INTED2018 Proceedings
Publication year: 2018
Pages: 5964-5971
ISBN: 978-84-697-9480-7
ISSN: 2340-1079
doi: 10.21125/inted.2018.1412
Conference name: 12th International Technology, Education and Development Conference
Dates: 5-7 March, 2018
Location: Valencia, Spain
Abstract:
In the age of public Internet, the curiosity of a pupil or student often requires the use of unconventional means and methods. It seems that the use of modern technical equipment and technology may engage and in the end also encourage learning. The article presents the concept and a prototype of a simple historical game using virtual reality. The application is written both for the Windows (desktop part) and Android (mobile part) operating systems. The game is meant to familiarise students with the history of the city of Lublin. Using expanded reality, a selection of the city's monuments are presented. The game consists in matching virtual objects (characteristic monuments) with their location on the map. The map is displayed by the projector as a virtual reality, and the user places and moves the QR codes on it. As they demonstrate numerous research approaches, learning with the use of gamification gives positive results. As a result, the authors approached the problem in a similar way. Points are calculated for the correct location of a monument. It can also count the response time, and based on the time and points earned, the 'winner list' is generated. By competing with other pupils or students, a player not only learns historical information, but by interacting with the virtual replica of a monument can take a close look at it.
Keywords:
Virtual Reality, Augmented Reality, Monuments of Lublin, Gamification, Smartphone.