ABSTRACT
The Mod Squad lab at the University of Victoria is focused on research that combines geospatial analytics, cloud computing, and Virtual/Augmented Reality. VR Tsunami is an example of Serious Gaming that uses the interaction styles of video games to engage students in learning outcomes. The experience is based on real data from a real tsunami event, provided on a range of devices to teach middle school students about emergency preparedness in areas of British Columbia that are prone to tsunami activity.
- R. Ralph, D. Jacoby, Y. Coady, D. Balachandar, E. Burt, N. Hnguyen, J. Kim, K. Maclang, S. Wong, and L. Bafia. 2017. Metrics for evaluation of educational experiences: Will virtual reality have impact?. In 2017 IEEE Pacific Rim Conference on Communications, Computers and Signal Processing (PACRIM) (2017-08). 1--6.Google Scholar
- Matt Richardson, Derek Jacoby, and Yvonne Coady. 2018. Retrofitting Realities: Affordances and Limitations in Porting an Interactive Geospatial Visualization from Augmented to Virtual Reality. In 2018 IEEE 9th Annual Information Technology, Electronics and Mobile Communication Conference (IEMCON) (2018). IEEE, 1081--1087.Google Scholar
- Koen Veermans and Tomi Jaakkola. 2019. Pedagogy in Educational Simulations and Games. In VR, Simulations and Serious Games for Education, Yiyu Cai, Wouter van Joolingen, and Zachary Walker (Eds.). Springer Singapore, 5--14.Google Scholar
Index Terms
VR tsunami!
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