Getting Seriously Playful: Investigating the Effectiveness of Serious (Virtual Reality) Games in Teaching Aquaponics to Young People
Wadzanayi Bwanya, MSc Human Computer Interaction
September 2024
The Problem
Background:
Gap:
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Research Focus
Are serious VR games effective tools for teaching aquaponics to young people?
Aim: To investigate the effectiveness of serious VR games in teaching modern agricultural practices, focusing on aquaponics, to young people.
Objectives:
Kolb’s Experiential Learning Theory (KELT)
Concrete Experience
Reflective Observation
Abstract Conceptualization
Active Experimentation
Literature Review
Agriculture
Challenges (Girdziute et al., 2022)
Aquaponics as a Solution (Bernstein, 2011; Love et al., 2015)
Implications for Education (Wardlow et al., 2002; Egyir et al., 2023)�
Learning Theories
Cognitivism (Sweller et al., 1998)
Behaviorism (Pavlov, 2010; Skinner, 1953)
Constructivism (Vygotsky, 1978)
Kolb’s Experiential Learning Theory (KELT) (Kolb, 1984)
Serious Games
Background (Michael & Chen, 2005)
In Agriculture (Yongyuth et al., 2010)
Opportunities for VR (Espinosa-Curiel & Alba-Chávez, 2024)
Methodology
Prototype development
Game development
Data collection
Gameplay observations
Semi-structured interviews
Data Analysis
Thematic analysis
Game Design and Evaluation
Murimi is a VR game set in a fictional town (GoKwe) facing food insecurity. Players take on the role of Murimi, tasked with building and maintaining an aquaponics system to save the town.
The game was developed iteratively using the Kanban method, with feedback from pilot testing used to refine the gameplay and educational content.
Learn the basics
controls and are introduced to the aquaponics system through guided interactions.
Level 0 - Tutorial
Assemble the system
of the aquaponics system, requiring them to understand the functions of each part.
Level 1 - Assembly
Maintain the system
responding to issues under time pressure, simulating real-world challenges.
Level 2 - Maintenance
Gameplay Demo
Results
Game Experience
Described as “fun” and “beautiful,” with engaging dialogue enhancing immersion.
Challenges and Adaptation
Multi-layered challenges required adaptive strategies.
Racing Against Time
Time pressure caused anxiety, hindering participants’ ability to fully engage with the content.
Learning Aquaponics
Most participants understood aquaponics concepts, with some considering real-life implementation.
Game Immersion and VR Challenges
Immersion was strong, but VR control difficulties disrupted gameplay experience.
Physical Discomfort and Adaptation
Cybersickness affected many participants, with some opting for seated gameplay.
Task Management Under Time Pressure
Time constraints caused both stress and excitement, leading to varied and rushed strategies.
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REFLECTIVE INTERVIEWS
GAMEPLAY OBSERVATIONS
Discussion
Limitations
Implications
For VR Game Designers
For Educators
Interpretation of findings
High cognitive load and time pressure hindered learning.
Serious games can teach complex subjects (aquaponics) effectively.
The study successfully applied experiential learning to VR game mechanics.
VR immersion significantly enhances engagement, which is critical for sustained learning.
Conclusions
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Serious VR games like "Murimi" hold strong educational potential when they balance engagement, learning content, challenge, and varying VR expertise.
Applying Kolb’s Experiential Learning Theory (KELT) aligned game mechanics with educational goals, highlighting the value of experiential learning.
Future research should refine game mechanics to reduce physical discomfort and explore integrating serious games into formal educational curricula.
THANK YOU !
Wadzanayi Bwanya, MSc Human Computer Interaction
September 2024