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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Instructional Quality Guideline for VR-based Learning Platform</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Vedant Bahel</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of British Columbia</institution>
          ,
          <addr-line>Vancouver, BC V6T 1Z4</addr-line>
          ,
          <country country="CA">Canada</country>
        </aff>
      </contrib-group>
      <fpage>4</fpage>
      <lpage>11</lpage>
      <abstract>
        <p>Game based learning is popularly being adapted as a learning method that promotes student engagement. Such a system typically lies within non-immersive Virtual Reality system. In this research, we raise concerns that heavy focus on gamification might come at cost of quality learning. Extending to the same we explore three research questions centered around current challenges in such learning system, do such system follow principles of learning and what design implications can help such system ensure learning. We used a popular learning theory (Merrill's First Principles of Learning) as the foundation of this research. We identified three key challenges and proposed four design guidelines to address those challenges. The design guidelines were validated by con- ducting a user-study on a prototype system. The results show substantial positive implication of design guidelines on learning.</p>
      </abstract>
      <kwd-group>
        <kwd>1 Learning sciences</kwd>
        <kwd>VR based learning</kwd>
        <kwd>gamification</kwd>
        <kwd>instructional design</kwd>
        <kwd>design guidelines</kwd>
        <kwd>feedback</kwd>
        <kwd>adaptive intervention</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        With advancements in technology, many educators are using technology enabled learning [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. One
of the popular ways is to use a Game-based Learning Environment (GLE). GLE stands for an approach
that focuses on students and their learning, incorporating educational goals and materials into gaming
activities. The aim is to engage students in a fun and interactive learning environment, motivating them
to enhance their skills and knowledge [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. The gamification of learning systems can offer several
advantages, including increased motivation and engagement, enhanced learning outcomes, and
improved retention of information [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Another advantage of gamification is that it can improve learning
outcomes. Games can provide immediate feedback, which allows students to adjust their behavior and
learn from their mistakes. A study found that gamification im- proved student learning outcomes in a
math course [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Gamification can also improve information retention. When information is presented
in a game format, it can be easier to remember because it is tied to a memorable experience. A study
found that gamification improved long-term retention of information in a nursing course [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Overall,
the gamification of learning systems can provide several advantages that can lead to improved learning
outcomes. However, it is important to design the games carefully and incorporate appropriate
educational objectives to ensure that the games are effective as learning tools. Virtual reality (VR) can
be used as a tool to design game-based learning systems that offer immersive and interactive
experiences for learners. Virtual reality is the use of computers to create simulated environments. It
offers advantage: immersive simulations of real-world environments [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], exploration and discovery
explore [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ], collaboration and teamwork [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], motivation and engagement [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
      </p>
      <p>
        While the use of virtual reality (VR) in game-based learning systems (GLEs) has been shown to
have numerous benefits, such as increased motivation and engagement among learners, we raise a
concern that a heavy focus on gamification may come at the cost of quality learning. Gamification,
while effective in motivating learners, may place more emphasis on the game mechanics rather than the
educational content, leading to a potential loss of depth and breadth in learning. In other words, while
the use of games and other interactive elements can be engaging, they may not necessarily facilitate a
deep understanding of the subject matter or lead to the acquisition of meaningful skills and knowledge.
Moreover, it is important to consider that the use of VR in GLEs is still a relatively new field, and its
effectiveness and limitations are still being explored. To investigate the effectiveness of VR-enabled
game-based learning systems (GLEs) in promoting learning outcomes, we conducted a study that aimed
to identify the challenges associated with such systems considering established principles of learning
in the literature. Specifically, we utilized Merrill’s First Principle of Learning (MPL) [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], which is a
set of interrelated criteria derived from key instructional design theories and models that provide
guidance for effective instruction. We discuss MPI in detail further in this paper. Drawing on the
identified challenges and MPL, we developed a set of design guidelines for VR-based GLEs that aim
to facilitate learning in the context of studying algorithms, specifically bubble sort. To validate these
guidelines, we created a prototype system and conducted a user study to assess their effectiveness.
      </p>
      <p>In summary, we explore the following three research questions:
• RQ1: What are the current challenges faced by learners using 2D non- immersive VR based
learning systems to learn
• RQ2: Does current 2D non-immersive VR based learning follow pedagogical principle of
learning?
• RQ3: What design implications can be considered to create a learning system that ensures
learning even with gamification?</p>
    </sec>
    <sec id="sec-2">
      <title>2. Merrill’s first principle of learning</title>
      <p>
        As stated in section above, we used Merrill’s First Principle of Learning (MPL) to assess the
instructional design quality and to thereby identify challenges with the current example system. We
used the five MPL to: set parameters to assess the current example system, propose design guidelines
and assess the prototype system. The five principles are summarized below [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]:
1. Problem-centered: Many modern learning theories such as Constructivism, Authentic
Learning, Cognitive Apprenticeship, Situated Learning, Problem- based Learning, and Expansive
Learning, are based on the premise that learners acquire skills best by engaging in real-world
problem-solving activities.
2. Activation: To promote learning, it’s important to activate learners’ existing knowledge and
skills. Effective courses should help learners recall and describe relevant experiences and apply them
to new learning. If necessary, learners can be given real-world or simulated examples to build a
foundation for new learning. Additionally, courses should stimulate the development of mental
models to incorporate new knowledge into existing knowledge.
3. Demonstration: Showing learners how to apply new information or skills is essential for
effective learning. Demonstrations of both poor and good practices, consistent with what’s being
taught, and guided application to specific instances enhance course effectiveness.
4. Application: Learning is best achieved through application of new knowledge or skills to
realworld problems. Learners need multiple opportunities to apply their new skills and appropriate
guidance that gradually diminishes. Feedback is a key mechanism for effective guidance.
5. Integration: Learning is promoted when learners reflect on, discuss, and defend their newly
acquired skill. A course is more effective when learners have opportunities to revise, synthesize, and
modify their new knowledge, and to demonstrate and defend their new skill to others.
We chose MPL amongst many learning theories as it is very well adapted in literature.
      </p>
    </sec>
    <sec id="sec-3">
      <title>3. Challenge identification</title>
      <p>To explore our first research question about the current problem faced by learners using 2D
nonimmersive VR based learning systems, we conducted a user-study where experienced Computer
Science students assess the learning provided by an existing system that teaches bubble sort.
3.1.</p>
    </sec>
    <sec id="sec-4">
      <title>Participants</title>
      <p>We recruited 5 Computer Science students aged in the range of 21-24. Of these, 4 were male and 1
was female. All the participants were full time registered students in University of British Columbia at
the time of this study with 4 in Undergrad program and 1 in Graduate program. We chose Computer
Science students as we considered having prior knowledge of the subject is an important skill to provide
feedback on a learning system teaching that concept. No compensation was provided to the participants.
3.2.</p>
    </sec>
    <sec id="sec-5">
      <title>VisuAlgo system</title>
      <p>
        The existing system that we use to assess the challenges is called VisuAlgo[
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. It visualizes data
structures and algorithms through animation. It provides animations of 23 algorithms—from basic ones
like sorting, to rarer ones like graph traversal. The system is built at the computing department at the
National University of Singapore. The tool was created as a solution to address the difficulties observed
when teaching algorithms to undergraduates, such as students frantically copying examples during
lectures and limited time to demonstrate new examples. For this study we only chose bubble sort
animation. This was because bubble-sort is one of the simplest methods to learn and it would be better
to hypothesize our preliminary study on a simpler algorithm. Also due to time constraints we could only
carry out studies with one algorithm.
3.3.
      </p>
    </sec>
    <sec id="sec-6">
      <title>Procedure</title>
      <p>We carried out a moderated exploratory usability test in 5 different sessions with each session
focused on one participant. Each session started with us telling participants about the VisuAlgo
system and instructing them to explore the bubble sort module to assess the quality of learning
providers. General observations were made like time taken and general behavior while the
participants explored the system. After the study, the participants were asked to fill in a survey that
gathered data about their experience with the system. The parameters in this survey were set in
close relationship with the MPL. Table 1 shows the questions that were asked in this survey
(excluding the demographics question).</p>
      <p>After the survey we also collected qualitative data from the participant via a semi-structured
interview. The questions asked were:
•
•
•
•
•</p>
      <p>In your opinion, are these systems effective?
Were you able to easily understand how to navigate and learn via the system?
What challenges did you face?
How was the overall experience?</p>
      <p>Any suggestions to improve the experience?
3.4.</p>
    </sec>
    <sec id="sec-7">
      <title>Results</title>
      <p>As per the general observation carried out by us, it took 3 minutes 42 seconds for an average
participant to complete the study. For a long time, participants looked confused on what to do. They
spent a lot of time hovering around the system and made unnecessary clicks before actually carrying
out the supposed task. In addition, the problem description on the system word heavy and participants
weren’t looking interested and decided to skip through those. Based on the survey response, 80% of
people reported to have had previous experience interacting with 2D interactive based learning systems.
Table 2 presents the mean reported value for question 2(a) to 2(e) by the 5 participants along with
minimum, maximum and variance.</p>
      <p>The mean values for all the 5 parameters belong to the lower half of the likert scale (1-5) representing
disappointment of user experience with the system. Moreover, all parameters also have a lower variance
that suggests a more consistent opinion by the users. The qualitative data was analyzed by creating an
affinity diagram (Fig. 1). The process of creating an affinity diagram involves grouping and organizing
vast amounts of data into clusters or categories that share common relationships or themes. The green
cluster in the figure represents positive feedback while the red represents negative feedback. In nutshell,
while the users found such a learning approach to be fun and interesting, they struggled with reading
word-heavy texts and felt a need for some kind of assessment or feedback to know whether they learnt.</p>
    </sec>
    <sec id="sec-8">
      <title>3.5. Identified challenges</title>
      <p>• C1: Unclear and non-interactive problem description - One of the key challenges observed was
that the participants felt the need for an improved problem description that is not word heavy and
expresses the motivation of learning. This is associated with the Problem and Activation component
of MPL.
• C2: No demonstration provided on how to carry out the task or how to learn from the system
Participants found demonstration or direction of task to be an important feature of a learning system.
Otherwise, it was confusing for them on how to actually use the system to learn. This is associated
with the Demonstrations component of MPL.
• C3: Missing feedback or learning assessment - After exploring the system, participants felt the
need for some kind of assessment that can help them know how much they have learnt or if they
learnt. This is associated with the Application and Integration component of MPL.</p>
    </sec>
    <sec id="sec-9">
      <title>4. Design guidelines</title>
      <p>To provide design solutions to solve the above listed challenges and ensure learning is promoted in
relation to MPL, we propose a set of four guidelines (Table 3).</p>
    </sec>
    <sec id="sec-10">
      <title>5. Prototype and validation</title>
      <p>We conducted an evaluation to test our set of design guidelines. To do this, we designed a prototype
system on Figma and conducted a user study to assess the quality of that system, again in relation to
MPL.
5.1.</p>
    </sec>
    <sec id="sec-11">
      <title>Design thinking</title>
      <p>
        To design the prototype system, we followed the steps of design thinking frame- work [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] that
includes: empathize, define, ideate, prototype and test. Keeping the MPL, challenges and design
guidelines in focus, we made the prototype with screens corresponding to each design guideline (Figure
2).
      </p>
      <p>To validate the prototype, we conducted two user studies on the prototype system. The first study
was the second half of within-subject study to compare the learning quality assessment by the Computer
Science students between the old VisuAlgo system and the new prototype system. While the other study
was a standalone user study conducted on a set of non-CS students on the new prototype system, who
didn’t have any prior knowledge of bubble sort. This was done to assess whether they were able to
learn. bubble sort from the prototype system.</p>
      <p>For the within-subject CS user study, we had the same CS students as in the challenge identification
user study. (Aged 21-24; 4M, 1F; 4 Undergrad, 1 Graduate). The other set consisting of non-CS students
were aged 20-26 with 2 male and 3 female participants. Among them 2 were graduate students in
Engineering and Education. While 3 were undergraduate students in Statistics, Psychology and Food
sciences. No compensation was provided to the participants.
5.3.</p>
    </sec>
    <sec id="sec-12">
      <title>Participants</title>
      <p>The procedure for both the CS and non-CS participant set was the same. We carried out individual
user sessions of moderated exploratory usability tests. The session started with we giving out a general
overview of the system and telling users that they have to use the system to learn bubble sort, a basic
number sorting algorithm. After the study, the participants were to fill a survey that gathered data about
their experience with the system. The parameters in this survey were set in close relationship with the
MPL. The questions asked were the same as in the challenges identification user study as listed in Table
1. To the CS students, we asked an additional question to compare their assessment of both the systems
(VisuAlgo and new prototype). The question asked them to compare the systems on three parameters:
Problem description and motivation, Task demonstration and learning and Feedback &amp; Quiz. They were
given 3 options for each parameter: “Better in the previous system”, “Better in the new system” and
“Can’t Compare”.
5.4.</p>
    </sec>
    <sec id="sec-13">
      <title>Results</title>
      <p>The result obtained from the CS learning assessment test and non-CS learning experience tests are
shown in Figure 3(a) and 3(b) respectively.</p>
      <p>For the additional comparison questions asked to the CS set: all of them responded with a prototype
to be a better system for “Problem description and motivation” and “Feedback &amp; Quiz”. While for
“Task demonstration and learning”, 4 responded prototype to better and 1 responded VisuAlgo to be
better.</p>
    </sec>
    <sec id="sec-14">
      <title>6. Discussion and limitations</title>
      <p>MPL acted as a strong foundation of this research. Throughout this research study, we could
maintain coherency from challenges to design guidelines to the validation study based on the principles
of learning in MPL. Our qualitative data from the challenge identification study helped us identify key
challenges with the current non-immersive VR-based learning system. As it can be seen in Figure 3(a),
adapting the design guidelines improved the learning assessment of the participants substantially from
the VisuAlgo to the prototype system. For all the 5 parameters the mean scores for the prototype system
is better than VisuAlgo. Specifically, there is a high margin difference in mean of the “overall”
parameter. Similarly, Figure 3(b) shows that the non-CS participants were able to learn about
bubblesort through this system. The results from the validation user study gave us key findings thereby
validating our design guidelines.</p>
      <p>Some of the limitation observed in this study are:
• Limited generalizability: This study only focused on one algorithm, bubble sort, which may
limit the generalizability of the findings to other algorithms or topics. Further research should
investigate the effectiveness of the pro- posed system on a wider range of topics to enhance
generalizability.
• Non-matching user groups: Both user groups, CS and non-CS, did not exactly match the
userpersona that the prototype was based on. The results may have been influenced by individual
differences between the participants, such as their prior knowledge, learning styles, and cognitive
abilities.
• Lack of baseline score: Figure 3(b) does not provide a baseline score to com- pare the non-CS
group’s learning experience scores. Without a comparative threshold, it is difficult to assess the
significance of those mean scores. Future studies should consider including a baseline score to
provide a better understanding of the non-CS participants’ learning experience.</p>
    </sec>
    <sec id="sec-15">
      <title>7. Conclusion</title>
      <p>Our first research question aimed to identify the current challenges in 2D non- immersive VR-based
learning systems. Through our qualitative analysis in the challenge identification user study, we
successfully brought out challenges based on user experience. The second research question was to
assess whether the cur- rent system follows the principles of learning. Our quantitative analysis in the
challenge identification user study successfully assessed this across five parameters derived from MPL,
a popular learning theory. Our third research question sought to provide design implications that
promote learning rather than gamification. We proposed design guidelines for non-immersive
VRbased learning systems that follow the principles of learning and validated them through a prototype.
The results of our usability study for the prototype validate the effectiveness of our design guidelines.
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