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205

PCManueVRe: an Educational Virtual Reality Game for


Simulation of Hardware Assembly/Disassembly
Jean Eren D. Fajardo Carmela Isabelle E. Mendoza Jao Renzo G. Miranda
Bulacan State University Bulacan State University Bulacan State University
Bulacan, Philippines Bulacan, Philippines Bulacan, Philippines
+63 995 792 8020 +63 956 746 0055 +63 966 324 9308
jeaneren.fajardo.d@bulsu.edu.p carmelaisabelle.mendoza.e@b jaorenzo.miranda.g@bulsu.edu.
h ulsu.edu.ph ph

Bernadette Ann F. Felipe


Bulacan State University
Bulacan, Philippines
+63 933 816 4963
bernadetteann.felipe.f@bulsu.edu.ph

ABSTRACT environment is real by substituting the data received from a


This study was conducted to innovate a new way to educate people computer for the main sensory input [2]. Virtual Reality has been a
about computer hardware, with a focus on IT students and children large benefit in different ways that were previously unknown to
aged 8-15. The study addressed problems commonly encountered people for it now allows them to engage with activities like
by schools, such as a lack of equipment or outdated equipment, and exhibits, concerts, museums, or galleries which eliminates most
consolidated this information to inform the development of an risks that are present in a within those places [3]. This opens the
educational virtual reality game. The game was developed using way for a lot of innovation may it be for entertainment, career, or
the Agile Scrum Development methodology and evaluated using education.
the MEEGA+ evaluation with IT students and professionals. The Game-based learning has been a significant part of education in the
quantitative method research methodology of developmental and past decades [4]. With the emergence of Virtual Reality came
descriptive research was employed, with developmental research Educational Virtual Reality Games (EVRG) that caters to different
providing a study of the effectiveness of the proposed educational fields especially in an environment with risks or tedious processes
virtual reality game and descriptive research producing such as in the field of medicine and other fields without an
comprehensive and reliable information through the observation exception [5]. It also implies that it is possible to use it in teaching
and measurement of variables in the game. The overall mean of the technical skills related to hardware specifically in computer
study was 4.73, with a descriptive meaning of “Strongly Agree,” technology which is mostly effective to younger audiences such as
indicating that the educational virtual reality game was well- elementary and high school students, for there maybe risks which
received by the intended users. The game promotes interactive include damaging of expensive computer components, computer
learning through the use of virtual reality technology and aims to part shortage and health-related risks, specifically electrocution.
address the problems faced by schools in providing adequate Additionally, due to its incredibly high demands, it is expensive
computer hardware education. thus many institutions still lack the technology to perform various
trainings [6]. There are several studies that proves that Virtual
CCS Concepts Reality training is a viable option for long-term savings since it is
• Applied computing➝Computer games • Human-centered not a recurring payment, the study stated that the initial cost of
computing➝Virtual reality Virtual Reality training is a non-recurring payment and may last up
to 3 years or more before replacing some of the equipment
Keywords compared to recurring payment of an actual training thus it saves
educational virtual reality game; computer assembly and more money in the long term [7].
disassembly; hardware simulation
Technology literacy is necessary, and most children are not
1. INTRODUCTION interested in learning how technology works since they perceive it
As technology advances, it is becoming easier for people to access as boring, so they tend to use technology only as a form of
entertainment, education, and information digitally, and virtual entertainment and nothing else. In a study boys aged 8-15 have
experiences are increasingly being used to fulfill needs or offer gaming at the top of their list, this is also true for girls aged 8-11
experiences that may not be possible in real life [1].Virtual Reality years old [8]. This presents an opportunity to integrate gaming in
(VR) is typically defined as a device that creates an illusion and the educational field for children. One of the greatest hindrances in
immersion that persuades an individual to believe that a virtual learning for younger audiences is their short attention span, they
often get bored more when they feel the sense of obligation than
the sense of learning which overall deducts their excitement for
DISCLAIMER: Permission to make digital or hard copies of all or part of
this work for personal or classroom use is granted without fee provided that
learning as learning sometimes lacks engagement and fun and feels
copies are not made or distributed for profit or commercial advantage and more like work rather than an opportunity which causes the decline
that copies bear this notice and the full citation on the first page. To copy in interest of individuals in learning a skill [9].
otherwise, or republish, to post on servers or to redistribute to lists, requires
prior specific permission and/or a fee.
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With the problems stated the proponents saw a terrific opportunity among them to come up with a generalized conclusion among the
in using Virtual Reality as a pedagogical tool in education on same population [15]. Moreover, it can address multiple research
computer hardware concepts on the developed Virtual Reality objectives while understanding the user behavior and impact on the
Game in simulation of assembling and disassembling of computer userbase. Developmental research was used as it provided a study
components to combat the existing problems and add fun in about the effectiveness of the developed educational virtual reality
learning this topic. Additionally, this would help in raising game as opposed to manual methodology. Lastly, descriptive
awareness on the problems on technological literacy and can research was also used since it aims to produce comprehensive and
eliminate the above-mentioned problems. reliable information by observing and measuring variables in the
developed game [16].
1.1 Project Objectives
The main purpose of the study is to develop “PCManeuVRe” an 3.2 Research Instrument
Educational Virtual Reality Game Simulating Computer Hardware The proponents formulated questions, which are then used in
Assembly and Disassembly that allows younger audiences to learn creating a survey questionnaire using Google form. The formulated
about computer hardware in an engaging and zero-risk questions are aligned with the method for evaluation of educational
environment. games for computing education (MEEGA+) model, which is a
Specifically, the following objectives were also considered: (1) to systematic model for evaluating the perceived quality of
develop an Educational Virtual Reality Game for Simulation of educational games from the perspective of students within the
Assembling / Disassembling of Computer Hardware; (2) to create context of computing education [17]. This model was used to
a cinematic trailer for the game that focuses on the actual gameplay determine the acceptability of the respondents to the developed
and game mechanics that will make users interested in the game; educational virtual reality game.
(3) to establish the quality of the game using the Method for the
Evaluation of Educational Games for Computing Education 3.3 Data Gathering Procedure
(MEEGA+). The data collection began after the proponents demonstrated the
developed educational virtual reality game to the Information
2. LITERATURE REVIEW Technology (IT) students and IT professionals, by distributing the
Kundalakesi, Swathi, Ashapriya and Sruthi [10] concluded in their link of the survey questionnaire to the respondents.
study that Virtual Reality is a powerful and engaging technology
that has the potential to transform lives, it is often known as an 3.4 Population and Sample
immersive multimedia that has a technique of replicating a physical IT Students and IT Professionals from different schools and
presence for audiences in both actual and imaginary locations. industries have been selected to participate in this study. The
students involved in this study are any student who are taking
Tan, Leong, Shen, Dubravs and Si [11] studied Virtual Reality
Bachelor of Science in Information Technology (BSIT). A total of
headsets to see how they alter the gamers’ gaming experiences and
40 IT students and 5 IT professionals evaluated the developed
have concluded that the participants who played using the Oculus
educational virtual reality game.
Rift was more ‘intense’ than playing using regular computer. Thus,
providing an immersive gaming experience that players can enjoy. 3.5 Statistical Treatment
In terms of developing students and gaining quality education, The study used a five-point Likert-type scale as the method of
Gumonan and Fabregas [12] identified that technology and interpretation for determining the effectiveness of the developed
education are constantly coordinated; as technology evolves, so educational virtual reality game. Table 1 shows the range, scale,
does education. Therefore, teaching, learning methods and and descriptive rating.
approaches should be in line with the current trends to improve
Table 1. Five-point Likert Scale
education.
Game trailers can evoke emotions, create excitement, and offer a Scale Range Descriptive Rating
preview of the game, according to Ramos [13]. According to Lieu 5 4.50 – 5.00 Strongly Agree
[14], cinematic game trailers are like short films that showcase a 4 3.50 – 4.49 Agree
high level of production value that is not achievable during actual
gameplay. These trailers exist to promote the game, highlight its 3 2.50 – 3.49 Moderately Agree
production value, and strengthen the game's brand. This literature 2 1.50 – 2.49 Disagree
helps in creating an effective cinematic game trailer that will
1 1.00 – 1.49 Strongly Disagree
generate excitement and showcase the hard work put into the game.
The educational virtual reality game focuses on its goal to provide 4. RESULTS AND DISCUSSION
a new learning tool that is trendy and highly relevant during these
changing times while providing greater immersion to users to help 4.1 Development of Virtual Reality Game for
improve student engagement and allow students to be more Simulation of Assembling / Disassembling of
motivated to learn as they learn important technical skills and have
fun at the same time. Computer Hardware.
The design and development of the educational virtual reality game
3. METHODS AND DESIGN commenced upon the gathering of necessary inputs and
3.1 Research Design requirements for the features of the game. The sequence diagrams,
In accomplishing the objectives of the study, quantitative method unified modeling language (UML) diagram, and flowcharts were
research, developmental research and descriptive research were used to help visualize the flow and interactions between different
used. Quantitative method research allows finding patterns and components and has become the basis on the development of the
relationship between variables and emphasizing a characteristic educational virtual reality game.
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The gameplay sequence diagram visualizes the main game memory (RAM), storage device, graphic processing unit (GPU),
progression from start to finish. Displaying the certain power supply unit (PSU), input/output (I/O) interface, computer
requirements that needs to be met to finish the game. The sequence chassis, chassis fan, monitor, and peripherals. Figure 4 shows the
diagram used as a reference to the development of the game is 3D models of a motherboard.
shown in Figure 1.

Figure 2. Gameplay Sequence Diagram (Main Game Loop)


Figure 4. 3D Models of Motherboard
The UML diagram shows the major classes contained in the game,
this presents how the player may interact with the items in the game 4.1.3 Physics-Based Environment
and their relationship with them in a technical way. The UML The physics module in the game simulates a real-world
diagram used as a reference to the development of the game is environment, allowing 3D objects to interact as if they were in the
shown in Figure 2. real world. It is optimized for the processing power of a virtual
reality headset and accurately reflects the physical properties of the
real world. Figure 5 shows the behavior of a component that has
been thrown.

Figure 2. Game Objects UML Diagram

4.1.1 Computer Hardware Figure 5. Throwing Physics


Assembling/Disassembling Simulation 4.1.4 Cable Simulation
The proponents created a simulation using virtual reality
The cable simulation in this module utilizes a physics engine and
technology that accurately depicted computer building techniques
line renderer to optimize the rendering of cables. Some cables do
and processes. They also designed a visually appealing art style that
not collide with other objects in order to improve performance. The
accurately represented real life components while also adding some
player can interact with the wires connecting different computer
style to the environment and interactions within the game. Figure 3
components. Figure 6 illustrate the length and stretchability of a
shows the environment of the game.
cable.

Figure 3. PCManeuVRe Environment


Figure 6. Cable Length & Stretchability
4.1.2 Accurate 3D Computer Components (Modular)
The proponent designed multiple 3D computer components that are 4.1.5 Component Attachment
featured in the game. The component categories are the This module allows players to assemble a computer by interacting
motherboard, central processing unit (CPU), random access with components and attaching them to other components. It uses a
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physics engine and an algorithm to join nested bodies, allowing 4.1.8 Basic Software Simulation
objects to behave correctly when a component is attached to a The developed educational virtual reality game includes basic
different physics body without negatively impacting performance. software simulation such as accessing basic input/output system
Figure 7 shows the attaching of RAM to a motherboard. (BIOS), where the player can see the status of the computer and its
specification; and operating system (OS) installation, where the
player can create a bootable drive using the central computer;
plugged in the flash drive to the computer; go to BIOS; boot from
the bootable drive; and install the OS to a computer. Figure 10
shows the installation of the OS in the computer built by the player.

Figure 7. Components Attachment Guide

4.1.6 Requirements
The email system is created in a way that fulfills the purpose of
delivering tasks while adding a fun gaming aspect to it. It comes
equipped with features like randomly generated emails with Figure 10. Installation of Operating System
specific requirements that need to be met, an easy-to-use interface
for sending and receiving emails, a portable interface for accessing 4.2 Creation of a Cinematic Trailer for the
the task, and a tool for making sure that all the requirements are
met. Figure 8 shows an example of an email with a particular
Game that focuses on the Actual Gameplay
requirement. and Game Mechanics that will make Users
Interested in the Game.
To showcase the Educational Virtual Reality Game's diverse game
modes, the proponents created multiple cinematic trailers. These
trailers emphasized modes such as Tutorial, Freelance, and
Museum, with a plugin being developed to freely navigate and
shoot parts of the game. A snapshot of the Museum mode trailer is
depicted in Figure 11.

Figure 8. Requirement Email

4.1.7 Game Modes


The game includes four different game modes for players to choose
from depending on what they want to do. These game modes are
tutorial mode, sandbox mode, museum mode and freelance mode.
The players have the freedom to choose what to play, when to play
and when to exit out of the game mode. Figure 9 illustrates the
game mode selector with descriptors that can be found in the lobby
area. Figure 11. Cinematic Trailer

4.3 Evaluation of the Developed Educational


Virtual Reality Game Using the MEEGA+
Model.
The developed educational virtual reality game was evaluated by
IT students and IT professionals to measure the system
acceptability of the developed system. The system’s acceptability
was calculated from the method for the evaluation of educational
games for computing education model with the following criteria:
Confidence, Challenge, Satisfaction, Fun, Focused Attention,
Relevance, Perceived Learning, Aesthetic, Learnability,
Operability and Accessibility [17]. Table 2 presents the summary
Figure 9. Game Mode Selector of the respondent’s ratings as perceived by the IT students and IT
professionals to the developed educational virtual reality game.
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Table 2. Overall Summary of the Respondents’ Ratings 8. ACKNOWLEDGEMENTS


The researchers did not receive any financial assistance during the
Item Mean Descriptive Interpretation course of their research. Despite the lack of funding, they were still
able to successfully complete the study, and as such, they wish to
Confidence 4.76 Strongly Agree extend their appreciation to the individuals who played a key role
Challenge 4.70 Strongly Agree in its development. Specifically, the researchers want to thank Mr.
Jayson Batoon, Mr. Aaron Paul Dela Rosa, Mr. Jeffrey Cervantes,
Satisfaction 4.76 Strongly Agree Mr. Melvin Delos Reyes, Mrs. Marian Mendoza, Mr. Roderick
Fun 4.73 Strongly Agree Fajardo, and Mr. Vincent Luague for their assistance and
unwavering support throughout the research process.
Focused Attention 4.80 Strongly Agree
9. REFERENCES
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Perceived Learning 4.83 Strongly Agree | Digital Society. Medium. Retrieved from
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Aesthetic 4.73 Strongly Agree technology-85462f953910
Learnability 4.62 Strongly Agree
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