Professional Documents
Culture Documents
I. I NTRODUCTION
Enjoyable, funny and exciting activities significantly help
users to understand and to remember a subject of interest. That
is why usage of games in education is widely accepted as a
great and efficient extension to traditional education processes.
This approach is even accelerated in the last years when
powerful smartphones and attractive devices like VR headsets
become widely available for a young population.
An extensive survey of the serious games in education can
be found in [1]. The authors show an increasing number of
Fig. 1. Moon Base: Spaceship take-off preparation.
suitable games for educational purposes and their indisputably
positive effect on learning. On the other hand, they also
mention various issues with the integration of games into have led to the development of educational game Moon Base
schools. We share their observation dealing with a certain which is described in the following text.
skepticism among students, low acceptance by some teachers,
and technological obstacles, however, we believe that all these II. R ELATED W ORK
issues change in time and that most problems will soon Usefulness of applying games to increase the interest of
disappear quite naturally with the increasing impact of the students and to fulfill their hunger for knowledge has been
information society. shown in several papers. It covers a wide range of target users
Having all these facts above in mind, the European Space starting at primary school [2] up to university classes [4].
Education Resources Office (ESERO)1 tried to arouse the Kleinhans at al. [2] describe their complex approach con-
interest of students at secondary and high schools towards sisting of classroom game (targeted to primary schools) called
research in space by developing a virtual reality (VR) game. Expedition Mundus, bringing pupils to a science museum,
Such a game could increase the number of highly motivated and experimental work on sandbox scale models. Although
students both at universities of technology and natural sci- no computers support was included and the game was based
ences. As we register a shift of students’ interest from these on paper materials including maps, cards, text with anecdotes
areas of education to social and management fields in last and scientific facts, the authors were able to cover the Earth,
years, the activity of ESERO is welcome especially at our the Moon, and the Mars.
university with a long tradition of education in technology
More technically oriented education game is described in
areas.
[3]. The authors created a computer game based on a real
The ESERO intention and support together with our experi-
Apollo lunar exploration mission. The game develops mul-
ence in computer graphics, user interfaces, and virtual reality
tidisciplinary activities in three phases - planning routes on
1 ESERO is a project of the European Space Agency (ESA) targeted to the lunar surface, loading science equipment, driving a rover.
education. Game components build on scientific data from NASA, both
Fig. 2. Moon Base: the main menu offers a selection from five voyages of exploration.
for digital elevation model (terrain) and 3D virtual lunar rover rocket types in the hangar (Ariane 5R, Ariane 5C, and Ariane
vehicle and its controls. A usability study was performed on 5P), which are dismantled into several pieces, see Fig. 3. The
a group of 30 participants between the ages of 19 and 38. goal in this scene is to try to assemble an Ariane 5 rocket and
The game was positively accepted and marked as a game inform users about tow strength, weight, and amount of fuel
with a power to engage youth and young adults in Science, the rocket needs to reach the cosmic space.
Technology, Engineering and Mathematics (STEM) learning. This scene requires the handling of rocket parts and an easy
We also appreciate the Kerbal Space Program game pre- to understand system for joining these parts together. It is also
sented by Ranalli and Ritzko [4]. Students in the first year of necessary to solve the movement over a large area in all three
their Engineering Design study build a rocket that could fly axes (i.e., even vertical movement).
from the Earth to the Moon and return safely. The model of the Each rocket part is extended during the interaction with
spaceship was motivated by Apollo 8. However, students are color balls informing the user about proper parts placing
required to compute their rocket parameters and to simulate and parts compatibility. The parts are automatically snapped
various flight phases like take-off, orbital trajectory movement, together if corresponding balls are close. Moreover, each
and landing. As the students have to concentrate on correct rocket part is annotated by factual information. The user can
computations and simulations, the game itself is not very naturally walk on the platform (it is bounded by the railing) but
complicated, but students were still enthusiastic about using a for traveling on large distance or in the vertical direction, she
game in education. has to use the platform control panel to transport, see Fig. 3
While the previously mentioned serious games have limited and Fig. 6.
scopes, e.g., the Moon exploration in [3] or rocket construction
in [4], we aimed to offer a complex view on space research Scene 2: Take-off
possibilities and activities. To achieve this goal, we have The second scene retakes place at the Guyana Space Center.
intentionally suppressed a priori technical knowledge required In this scenario, the user will become familiar with the launch
for the game, but extended a game scope to five very different process of the Ariane 5P rocket, which begins by bringing
areas to engage various users/players. the missile from the ’final assembly building’ to the launch
pad, see Fig. 1. Subsequently, first phases rocket engines are
III. G AME D ESIGN AND P RINCIPLES launched, and the rocket takes-off the earth. The first phase
The main task was to present a variety of activities that engines are discarded after reaching the space, and second
are connected with space research. Each part of the game phase engines ignition occurs.
should motivate players to become interested in a different The entire rocket launch process is prepared as a cinematic
discipline(s). Since we know neither the users’ preferences animation; it can be freely played, skipped, played backward
nor their educational background, we have decided to offer and repeated to get the eventuality to investigate the launch
them a choice from five game activities/scenes (short stories process deeply. For this purpose, there are also several viewing
and corresponding tasks). A selection from these choices is positions in the scene, from an outer view around launchpad,
shown in Fig. 2. attached to the rocket, or from Earth orbit. The key to this
Game scenes are fully independent, no achievements and scene is a media player (Fig. 1) that influence the flow of
no knowledge from one scene are necessary to enter and play time in the scene in different ways.
another scene. The content and the most significant features
of every scene are as follows: Scene 3: Operations in Microgravity
The third scene takes place in one module of the ISS
Scene 1: Spaceship Construction (International Space Station) where the user can experiment
The first scene takes place in a space rocket hangar (for- with barycentric balls, i.e., to study how the center of mass
mally Launcher Integration Building - BIL) in Guyana Space (barycenter) is determined by geometrical properties of a
center in French Guiana. There are three different Ariane bodies-system and not by the mass of individual bodies like
Fig. 3. Moon Base: Construction of different Ariane rockets in a virtual hangar. A user can see information about rocket parts during an interaction. There
are visible helpers for correct parts placement (colored balls). A platform control panel is visible in front of the user.
it is on the Earth. This scene fully reflect ESA educational Scene 5: Moon Research Laboratory
material Barycentric balls [9].
The fifth scene takes place in the laboratory inside the Moon
The user will be able to assemble a system of objects Base. Rock soil samples will be tested for soil grain and
from balls and sticks. The physics behavior of the body calcium content. The soil grain test is carried out using a sieve
system is simulated concerning microgravity, and it orbits set of different fineness, in this case, two sieves.
around a common center of mass. There are four drawers
The testing procedure is as follows: a sample of the lunar
with an endless count of sticks and three different balls (pool
rock is weighed, the sample is then divided into three different
ball, tennis ball and bowling ball). Users can freely connect
coarse fractions using sieves (coarse, medium coarse and fine).
balls and sticks together and explore the physical behavior of
The weight ratio of the fraction to be sampled and the whole
complex systems.
sample determines the weight fraction of this fraction. The
The navigation in the scene is specially designed to remind calcium test is carried out using a solution of vinegar. If a
a movement in the state of weightlessness. The user grabs rock sample contains calcium, then in combination with the
ISS module walls with hands; she can attract to them and is vinegar there is a reaction that occurs with rumbling. For the
oriented by the direction determined from hand position and coarser sifting fraction, it is possible to see the rock-cut under
wall normal. the microscope; the task will be to find a sample with a suitable
microscopic structure.
There are three containers in this scene, each contains
Scene 4: Moon Surface Exploration another sample of lunar rocks (collected in Scene 4). Each
container firmly determines the properties of the sample,
The fourth scene takes place on the surface of the Moon i.e., the weight of the individual fractions, and whether the
where the European Space Agency is planning to build a lunar sample contains calcium. The samples can be removed and
base [10]. The aim in this scene is to collect samples of lunar subjected to testing. Different fractions are separated from
rocks, which will then be used for various geological tests in the sample using sieves, thus generates five options: coarse
a laboratory (Scene 5). The sampling of rocks will be carried fraction, medium fraction, fine fraction, a mixture of coarse
out using the remote-controlled moon carriage. and medium fractions and a mix of medium and fine fractions.
Since the moon carriage is remotely controlled, we need Also, there is a weight on which the samples and sieved
to create a clear remote control in this scene. It will enable fractions can be weighed. In addition to the pots, a sample
the user to navigate the vehicle to the sampling zones without of the vinegar is placed nearby. When the sample is put in the
changing the location herself. The user will also be able to vinegar beaker and is immersed by the fluid, the visual effect
track what the vehicle is currently doing by using the display (smoke) reveals which indicates whether the sample contains
on the remote control, see Fig. 4. calcium or not. The last part of this scene is a microscope,
Fig. 4. Moon Base: Moon rover is driven using virtual touchpad.
Fig. 5. Moon Base: The laboratory is equipped with various instruments including virtual computer, scales, sieves and microscope. Textual information is in
Czech language as the first version of the game is targeted to Czech schools.
Fig. 8. Moon Base: With Google Cardboard, rocket parts in Scene 1 or lunar
samples in Scene 5 can be moved closer and further either by using a specific
tool for each direction (see Fig. 9, buttons 4 and 8) or using a universal tool
Fig. 6. Moon Base: Transportation platform in Scene 1 allows the user and a head inclination up to 30 degrees (5 in the same picture).
movement over a large area in all three axes using the control panel in the
top-left corner.
Application testing
All VR-device variants of the final game were tested with
the target group. We altered the order of device variants to
eliminate the influence of the order effect. Each individual Fig. 11. Moon Base: Girl assembling Arian5C rocket in Scene 1.
Positives found during testing: The tasks, in reality, are rocket design, plastic water powered
• The ability to interact with a large number of objects, rocket launch, barycentric balls, soil samples collection, and
even those that are not needed to complete a task. collected samples analysis. The project day is now in the
• Good first experience with virtual reality. process of accreditation by the Ministry of Education in the
• Nice graphics. Czech Republic. Up to now, the project day was accomplished
• Amusement, thoughtfulness and enthusiasm. by approx 150 students, but we are not able to say, how many
• Natural navigation after the scene. times was also used VR part of tasks.
• Elegant zooming and zooming out for Google Card-
board v2. V. C ONCLUSION
• Positive evaluation of diegetic user interfaces. We have developed an educational VR game that has the
Negatives detected during testing: potential to motivate students towards space exploration and
research. Five separate game phases enable students to find
• In the view of Google Cardboard v2, the user interface
topics that are near to their previous interest or knowledge.
appears in the second scene too close.
Gifted users can even discover new research areas. The game
• In the view of Google Cardboard v2, it was tedious to
runs on several platforms which should make its practical
look to the left so that they could control a moon rover
usage and acceptance in school environments easier.
in the fourth scene.
The game is currently tested by teachers in selected sec-
• Google Cardboard v2 overlaps the delta muscle with long
ondary schools. In case that ESERO will recognize and
gaming, forcing users to hold the device at eye level,
appreciate the impact of the game on the target group, we
which was not pleasant for a participant.
will prepare a second edition of the Moon Base game upon
• Lower frame rate in Google Cardboard v2.
feedback from teachers and students.
The game is not publicly available at this moment, so
we provide an in-game video from a PC variant [12] (it
is anonymous upload for review process). There are short
sequences of all implemented interaction techniques from all
levels.
ACKNOWLEDGMENT
This work has been (partially) supported by [INTENTION-
ALLY REMOVED FOR THE REVIEW PROCESS].
R EFERENCES
[1] P. Backlund, M. Hendrix, “Educational games - Are they worth the
effort? A literature survey of the effectiveness of serious games,” 5th
International Conference on Games and Virtual Worlds for Serious
Applications (VS-GAMES), 2013, pp. 1–8.
[2] M.G. Kleinhans, A.J. Verkade, T. van Wessel, M.A.S. Bastings, W.A.
Fig. 12. Moon Base: Results of scenes evaluation for VR device
Marra, T. van Gog, W. van Westrenen, M. Reichwein, “Moon, Mars
and Mundus: primary school children discover the nature and science
We also evaluated the preference of the participant by of planet Earth from experimentation and extraterrestrial perspectives”,
individual devices. Figure 12 shows user ratings for individual Netherlands J. of Geoscience 95(2), 2015, pp. 203–214.
[3] C. Peng, L. Cao, S. Timalsena, “Gamification of Apollo lunar explo-
scenes. The best of all devices for virtual reality was HTC ration missions for learning engagement”, Entertainment Computing,
Vive, followed by a PC and the last place to place Google Volume 19, 2017, pp. 53–64, ISSN 1875-9521.
Cardboard v2. Since all of the negatives found were related to [4] J. Ranalli, J. Ritzko, “Assessing the impact of video game based design
projects in a first year engineering design course.” IEEE Frontiers in
Google Cardboard v2, it is not surprising that it was ranked last Education Conference (FIE 2013), Oklahoma City, Oklahoma, US, 2013,
in the ranking, so it would be advisable to focus on improving pp. 530–534.
the version for this device. The graphs also indicate, that the [5] Valve Software, “OpenVR“, 2017. [Online]. Available:
https://github.com/ValveSoftware/openvr . [Accessed: 4- Feb- 2019]
first scene, that is most complex for user interaction, is the
[6] [Online]. Available: https://store.steampowered.com/app/719950/ Win-
most demanding for user control with cardboard. dows Mixed Reality for SteamVR/ . [Accessed: 4- Feb- 2019]
[7] HTC, “HTC VIVE“. [Online]. Available: https://www.vive.com [Ac-
Deployment at school cessed: 7- Feb- 2019]
Our VR educational game is designed as an essential part of [8] Microsoft, “Windows Mixed Reality“. [Online]. Available:
https://www.microsoft.com/en-us/windows/windows-mixed-reality .
a ”project day”, what is a five-hour long educational exercise. [Accessed: 4- Feb- 2019]
Students work in groups during this exercise and practices [9] ESA Education, “Barycentric balls - orbits and
similar five tasks as were introduced for our VR game, but in the centre of mass“, 2015. [Online]. Available:
https://www.esa.int/Education/Teachers Corner/Barycentric balls -
reality. At the end of each of these tasks, students will repeat orbits and the centre of mass Teach with space P07 . [Accessed:
similar procedures in VR, in a more-likely space environment. 8- Feb- 2019]
[10] ESA, “Building a lunar base with 3D printing“, 2013. [On-
line]. Available: http://www.esa.int/Our Activities/Space Engineering
Technology/Building a lunar base with 3D printing . [Accessed: 9-
Feb- 2019]
[11] J. Jerald, “The VR book: Human-centered design for virtual reality“,
Morgan & Claypool, 2015.
[12] video, “Moon Base: A Serious Game for Education - PC variant“,
2019. [Online]. Available: https://youtu.be/VDNQTYhhoP0 . [Accessed:
7- Mar- 2019]