TY - JOUR
T1 - Mixed assessment of virtual serious games applied in architectural and urban design education
AU - Fonseca, David
AU - Cavalcanti, Janaina
AU - Peña, Enric
AU - Valls, Victor
AU - Sanchez-Sepúlveda, Mónica
AU - Moreira, Fernando
AU - Navarro, Isidro
AU - Redondo, Ernesto
N1 - Funding Information:
Funding: This research has been supported by the National Program of Research, Development and Innovation aimed at the Society Challenges with the references BIA2016-77464-C2-1-R and BIA2016-77464-C2-2-R, both of the National Plan for Scientific Research, Development and Technological In- novation 2013-2016, Government of Spain, titled “Gamificación para la enseñanza del diseño urbano y la integración en ella de la participación ciudadana (ArchGAME4CITY)”, and “Diseño Gamificado de visualización 3D con sistemas de realidad virtual para el estudio de la mejora de competencias motivacionales, sociales y espaciales del usuario (EduGAME4CITY)”. (AEI/FEDER, UE).
Funding Information:
This research has been supported by the National Program of Research, Development and Innovation aimed at the Society Challenges with the references BIA2016-77464-C2-1-R and BIA2016-77464-C2-2-R, both of the National Plan for Scientific Research, Development and Technological In-novation 2013-2016, Government of Spain, titled “Gamificación para la enseñanza del diseño urbano y la integración en ella de la participación ciudadana (ArchGAME4CITY)”, and “Diseño Gamificado de visualización 3D con sistemas de realidad virtual para el estudio de la mejora de competencias motivacionales, sociales y espaciales del usuario (EduGAME4CITY)”. (AEI/FEDER, UE).
Publisher Copyright:
© 2021 by the authors. Licensee MDPI, Basel, Switzerland.
PY - 2021
Y1 - 2021
N2 - The creation and usage of serious games on virtual reality (VR) and/or interactive platforms for the teaching of architecture, construction, urban planning, and other derived areas, such as security and risk prevention, require design processes, studies, and research that lead to further consolidation expansion. In that sense, this paper presents two main aims developed: the improvement of a virtual navigation system through the results of previous user studies and mixed research (quantitative and qualitative) improved based on the user perception for educational and professional uses. The VR system used is based on Unreal Engine programming of the HTC Vive sensor. This study is related to the GAME4City 3.0 and a broader project focused on gamified visualization and its educational uses in architectural and urban projects. The results reflect great interest, good usability, and high motivation for further usage for all types of users. However, an apparent resistance to deepen its use continues to be perceived in academia. Based on the research results, weak points of educational gamified systems have been identified, and the main differences and needs in user profiles’ function. With these data, progress regarding implementing this kind of system at the teaching and professional levels must be pursued.
AB - The creation and usage of serious games on virtual reality (VR) and/or interactive platforms for the teaching of architecture, construction, urban planning, and other derived areas, such as security and risk prevention, require design processes, studies, and research that lead to further consolidation expansion. In that sense, this paper presents two main aims developed: the improvement of a virtual navigation system through the results of previous user studies and mixed research (quantitative and qualitative) improved based on the user perception for educational and professional uses. The VR system used is based on Unreal Engine programming of the HTC Vive sensor. This study is related to the GAME4City 3.0 and a broader project focused on gamified visualization and its educational uses in architectural and urban projects. The results reflect great interest, good usability, and high motivation for further usage for all types of users. However, an apparent resistance to deepen its use continues to be perceived in academia. Based on the research results, weak points of educational gamified systems have been identified, and the main differences and needs in user profiles’ function. With these data, progress regarding implementing this kind of system at the teaching and professional levels must be pursued.
KW - Architecture and urban projects
KW - Decision making
KW - Interactive systems
KW - Learning implementation
KW - Mixed assessment
KW - Serious games
KW - Usability
KW - User experience
KW - User profile
KW - Virtual reality
UR - https://www.scopus.com/pages/publications/85105483076
UR - https://hdl.handle.net/20.500.14342/3229
U2 - 10.3390/s21093102
DO - 10.3390/s21093102
M3 - Article
C2 - 33946868
AN - SCOPUS:85105483076
SN - 1424-8220
VL - 21
JO - Sensors (Switzerland)
JF - Sensors (Switzerland)
IS - 9
M1 - 3102
ER -