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IT: Främjar världens kommunikation: Spelbaserat lärande om IT-yrken i virtuell verklighet
Blekinge Institute of Technology.
Blekinge Institute of Technology.
2020 (Swedish)Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
Abstract [sv]

Det här kandidatarbetet går ut på att undersöka hur en interaktiv upplevelse i virtuell verklighet kan användas för att ha en positiv inverkan på användarnas engagemang, uppmärksamhet och lärande. För att undersöka detta har vi använt oss av kvalitativa metoder såsom intervjuer och observationer, metoder och ramverk för speldesign, olika typer av metoder för speltest och tagit del av relevant forskning. Vi har även samarbetat med ett företag som har expertis och kunskap inom området. Resultatet visade att interaktiva VR-upplevelser har potential att väcka användarnas intresse och bibehålla deras motivation. Undersökningens resultat visade dock även att en VR-upplevelse som har brister i designen istället kan orsaka frustration och förvirring hos användarna. Slutsatsen som dragits är att väldesignade interaktiva VR-upplevelser kan vara effektiva verktyg för att på ett engagerande sätt ta till sig kunskap, men att brister i designen kan ha stora negativa effekter på lärandet.

Abstract [en]

The purpose of this bachelor thesis is to examine how an interactive experience in virtual reality can be used to have a positive impact on the users’ engagement, awareness and learning. To examine this we have used qualitative methods like interviews and observations, frameworks and methods for game design, different types of game testing techniques and taken part of relevant research. We have also been working together with a company that has expertise and knowledge in the area. The results showed that an interactive VR-experience has potential to evoke the users’ interest and maintain their incentive. However, the results also showed that flaws in the design of a VR-experience instead can cause frustration and confusion within the user. The conclusion that has been drawn is that a well-designed interactive VR-experience can be an effective tool for consuming knowledge in an engaging way, but flaws in the design can have a significant negative impact on the learning aspect.

Place, publisher, year, edition, pages
2020. , p. 59
Keywords [en]
Serious Games, Virtual reality, Game-based learning, Active learning, IT
Keywords [sv]
Serious Games, Virtuell verklighet, Spelbaserat lärande, Aktivt lärande, IT
National Category
Media and Communication Technology
Identifiers
URN: urn:nbn:se:bth-19870OAI: oai:DiVA.org:bth-19870DiVA, id: diva2:1445562
External cooperation
Telefonaktiebolaget LM Ericsson Karlskrona
Subject / course
ME1603 Bachelor's Thesis in Media Technology
Educational program
MEGDS Digital Games
Supervisors
Examiners
Available from: 2020-06-29 Created: 2020-06-23 Last updated: 2020-06-29Bibliographically approved

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IT- Främjar världens kommunikation(1651 kB)81 downloads
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CiteExportLink to record
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