Date of Award
5-2022
Document Type
Thesis
Degree Name
Master Arts in Game Design
Department
Game Design
First Advisor
Jeremiah Ratican
Second Advisor
Benjamin Fulcher
Third Advisor
Steven Cody
Abstract
The technology of virtual reality (VR) and the gamification of education and learning has had proven educational benefits, especially in secondary education. However, there remains little to no research on the heuristic elements and mechanics that contribute to learning at the postsecondary level of education. Most research conducted has been refined to science programs, but even in these instances, a study of the effects and interests of different demographics has yet to be considered. Given the visual nature of how the discipline of art history has traditionally been taught, there are a number of virtual reality (VR) applications to assist instructors in the field better engage students in immersive environments to provide a more accurate understanding of subjects covered. In order to capitalize on the strengths of the new digital medium, including immersion, engagement, and presence, the end user needs to be considered. This heuristic study investigates the different experiences, preferences, learning styles, and expectations relating to educational gaming of art history students at a private, Midwestern college. Results demonstrate that effective game design and development need consider the target audience to optimize user experience and learning outcomes.
Recommended Citation
Hutson, James L. Jr., "Gamification of Education and Learning: Heuristic Elements, Player Types, and Learning Outcomes for Art History Games" (2022). Theses. 70.
https://digitalcommons.lindenwood.edu/theses/70
Comments
Copyright 2022, James Hutson.