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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.
207
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.
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.
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.
[11] Tan, C. T., Leong, T. W., Shen, S., Dubravs, C., and Si, C. [15] Bhandari, P. 2020. What Is Quantitative Research? |
2017. Exploring Gameplay Experiences on the Oculus Definition, Uses & Methods. Scribbr. Retrieved from
Rift. (October 2017). DOI= https://www.scribbr.com/methodology/quantitative-research/
https://doi.org/10.1145/2793107.2793117
[16] Kyne, D. 2021. What is Mixed Methods Research? A
[12] Gumonan, K. M. V. and Fabregas, A. 2021. ASIAVR: Asian Definition and Why It. Medium. Retrieved from
Studies Virtual Reality Game a Learning Tool. International https://medium.com/the-full-stack-researcher/what-is-mixed-
Journal of Computing Sciences Research 5, 1 (2021), 475- methods-research-a-definition-and-why-its-becoming-so-
488. DOI= https://doi.org/10.25147/ijcsr.2017.001.1.53 popular-b435629e1acd
[13] Ramos, N. 2021. Create a successful game trailer in 5 steps. [17] Petri, G., Wangenheim, C. G. von, and Borgatto, A. F. 2018.
Retrieved from https://www.apptamin.com/blog/create-a- MEEGA+, Systematic Model to Evaluate Educational
successful-game-trailer-video-in-5-steps/ Games. Encyclopedia of Computer Graphics and
Games (July 2018), 1-7. DOI= https://doi.org/10.1007/978-3-
[14] Lieu, D. 2021. Why Cinematic Game Trailers Are Made. 319-08234-9_214-1
Retrieved from https://www.derek-
lieu.com/blog/2021/8/9/why-cinematic-game-trailers-are-
made