2020
DOI: 10.1021/acs.jchemed.0c00866
|View full text |Cite
|
Sign up to set email alerts
|

Orbital Battleship: A Multiplayer Guessing Game in Immersive Virtual Reality

Abstract: Orbital Battleship, published in 2016 in this Journal, is a hands-on competitive exercise which has been shown to be an efficient tool to reinforce the knowledge of the atomic structure. We decided to give it a more futuristic look and are presenting VR Orbital Battleship, a completely immersive collaborative experience which, in contrast to the pen-and-paper version, guarantees that students are unable to fill in an erroneous electron configuration thanks to the special control elements of the game. Hence, th… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
4
1

Citation Types

0
16
0

Year Published

2021
2021
2024
2024

Publication Types

Select...
3
3

Relationship

0
6

Authors

Journals

citations
Cited by 14 publications
(16 citation statements)
references
References 18 publications
0
16
0
Order By: Relevance
“…The improvements in VR hardware throughout the last decade have led many researchers to reformulate Virtual Environments for educational purposes and to further explore the potential of VR in the field of education. In certain cases, VR has been used passive learning [11]; while in other cases, the student is offered the opportunity of integrating with the virtual world as part of the learning [12,13].…”
Section: Relevant Workmentioning
confidence: 99%
See 4 more Smart Citations
“…The improvements in VR hardware throughout the last decade have led many researchers to reformulate Virtual Environments for educational purposes and to further explore the potential of VR in the field of education. In certain cases, VR has been used passive learning [11]; while in other cases, the student is offered the opportunity of integrating with the virtual world as part of the learning [12,13].…”
Section: Relevant Workmentioning
confidence: 99%
“…Mapping gamification techniques to educational applications is a way to pique students' interest, engage and motivate them in the learning process. Hung et al [16] developed a Digital Game-Based Learning (DGbL) environment for elementary school mathematics based on e-books. Although the application was not supported by a VR approach, it demonstrates the effectiveness of implementing gamification strategies in Learning Environments with immersive technologies.…”
Section: Relevant Workmentioning
confidence: 99%
See 3 more Smart Citations