skip to main content
10.1145/3359996.3364734acmconferencesArticle/Chapter ViewAbstractPublication PagesvrstConference Proceedingsconference-collections
abstract

Scalebridge VR: Immersive Proportional Reasoning Game for Children with Brain-Computer Interface for Difficulty Scaling

Published:12 November 2019Publication History

ABSTRACT

We present the design and evaluation of Scalebridge VR, an immersive educational game that teaches children the mathematical skill of proportional reasoning. The game uses brain-computer-interface-based adaptive level difficulty to modulate difficulty of the game based on the player’s attention and meditation state. The game is an adaptation of previously introduced Scalebridge game that did not use virtual reality, but was shown to be an effective tool for learning proportional reasoning.

Skip Supplemental Material Section

Supplemental Material

scalebridgevr.mp4

mp4

64.9 MB

References

  1. Hilde M. Huizenga, Eveline a. Crone, and Brenda J. Jansen. 2007. Decision-making in healthy children, adolescents and adults explained by the use of increasingly complex proportional reasoning rules. Developmental Science 10, 6 (2007), 814–825.Google ScholarGoogle ScholarCross RefCross Ref
  2. Yong-Ju Kwon, Anton E Lawson, Wan-Ho Chung, and Young-Shin Kim. 2000. Effect on development of proportional reasoning skill of physical experience and cognitive abilities associated with prefrontal lobe activity. Journal of Research in Science Teaching 37, 10 (2000), 1171–1182.Google ScholarGoogle ScholarCross RefCross Ref
  3. J. Nakamura and M. Csikszentmihalyi. 2014. The concept of flow. Springer.Google ScholarGoogle Scholar
  4. Krzysztof Pietroszek. 2018a. Raycasting in Virtual Reality. In Encyclopedia of Computer Graphics and Games, Newton Lee (Ed.). Springer International Publishing, Cham, 1–3. https://doi.org/10.1007/978-3-319-08234-9_180-1Google ScholarGoogle Scholar
  5. Krzysztof Pietroszek. 2018b. Virtual Hand Metaphor in Virtual Reality. In Encyclopedia of Computer Graphics and Games, Newton Lee (Ed.). Springer International Publishing, Cham, 1–3. https://doi.org/10.1007/978-3-319-08234-9_178-1Google ScholarGoogle Scholar
  6. Krzysztof Pietroszek. 2018c. Virtual Pointing Metaphor in Virtual Reality. In Encyclopedia of Computer Graphics and Games, Newton Lee (Ed.). Springer International Publishing, Cham, 1–3. https://doi.org/10.1007/978-3-319-08234-9_179-1Google ScholarGoogle Scholar
  7. Robert S. Siegler and Stephen Vago. 1978. The development of a proportionality concept: Judging relative fullness. Journal of Experimental Child Psychology 25, 3 (1978), 371–395. https://doi.org/10.1016/0022-0965(78)90062-0Google ScholarGoogle ScholarCross RefCross Ref
  8. Liudmila Tahai, James . R. Wallace, Christian Eckhardt, and Krzysztof Pietroszek. 2019. Scalebridge: Design and Evaluation of Adaptive Difficulty Proportional Reasoning Game for Children. In 2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games). 1–4. https://doi.org/10.1109/VS-Games.2019.8864526Google ScholarGoogle Scholar

Recommendations

Comments

Login options

Check if you have access through your login credentials or your institution to get full access on this article.

Sign in

PDF Format

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

HTML Format

View this article in HTML Format .

View HTML Format