Multiplayer collaboration in educational virtual reality games
Name
1078151496-MIT.pdf
Description
Full printable version
Size
3.56 MB
Format
Adobe PDF
Checksum (MD5)
34c76d443070e08eefb3a1047f85d317
Author(s)
Vargas, David Anthony
Advisor(s)
Eric Klopfer.
Date Issued
2018
Publisher
Massachusetts Institute of Technology
Abstract
Recent innovations in Virtual Reality technology has made it more affordable and accessible to consumers and classrooms. This research works toward investigating the impact of VR in a collaborative learning environment as part of a larger cross- platform system. We have explored three primary research objectives: 1) how do we engage players in a cross platform education game 2) is it possible for VR to be one of these platforms effectively and 3) how do we design the game so that the players have to collaborate? For all of these tasks, I helped develop the collaborative aspect of a project called CLEVR, which is a multiplayer game that places one user inside of a biological cell through a VR headset while connecting another on a touch screen tablet. After discussing the progress made on the project and the contribu- tions I made, we discuss the results of various play test opportunities through our design-based iterative research and the conclusions drawn from them. Our results show promise for the impact of VR on education and the effect it could have on the engagement of students as part of a multiplayer cross-platform system.
Description
Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2018.
This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (page 59).
Subjects
Electrical Engineering and Computer Science.
MIT Department
Massachusetts Institute of Technology. Department of Electrical Engineering and Computer Science
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