Erik D. van der Spek's research while affiliated with Eindhoven University of Technology and other places
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Publications (65)
(1) Background: Augmented reality (AR) game-based learning, has received increased attention in recent years. Fantasy is a vital gaming feature that promotes engagement and immersion experience for children. However, situating learning with AR fantasy to engage learners and fit pedagogical contexts needs structured analysis of educational scenarios...
When children engage in virtual learning, they frequently experience a lack of motivation and concentration. Virtual and augmented reality Game-based learning (GBL) is a promising option for increasing learning motivation and can provide a more immersive context. While AR fantasy makes learning more engaging, avatar self-similarity provides players...
It is challenging to create an immersive and engaging remote education setting properly, especially for children who are less motivated and quickly distracted by virtual learning activities that fall short of leveraging the immersive design potential. To maximize the educational potential of AR game-based learning, designers need to align fantastic...
Augmented Reality serious games have become an emerging solution to positively influence the learning experience for children born in the digital age. However, systematic and empirically tested design guidelines for AR serious games remain largely unexplored. In this study, we investigated the design guidelines by designing and developing four AR s...
Juiciness describes exaggerated redundant audio/visual feedback in games, creating a better player experience. As computer games are principally a visual medium, sound is an underused potential for creating juiciness. This study aims to explore juicy audio. A mixed-methods approach is used to investigate the influence of juicy audio on the experien...
ChemiKami is an Augmented Reality card game aiming to introduce chemical elements to students before they are formally being taught chemistry. We designed an avatar representation for each chemical element as well as an application card related to each element. Players can complete the game task by putting the correctly matched avatar card and appl...
Running is a popular recreational sport, yet for many amateur runners it remains challenging to turn intentions into sustainable running behavior. Although the market offers a myriad of running-related devices that aim to motivate runners, these often focus on the training itself and not on overcoming the barriers experienced prior to the run. A be...
Physical inactivity has become a major public health concern and, consequently, the awareness of striving for a healthy lifestyle has increased. As a result, the popularity of recreational sports, such as running, has increased. Running is known for its low threshold to start and its attractiveness for a heterogeneous group of people. Yet, one can...
Increasingly aware of the importance of active lifestyles, many people intend to exercise more. One of the main challenges is to translate exercise intentions into actual exercise behaviour, the so-called intention-behaviour gap. To investigate barriers and enablers that affect this gap, we conducted a 7-day diary study with 16 women. Participants...
Ever since Snow World, there has been a proliferation of Virtual Reality (VR) for pain alleviation in clinical settings. VR provides a relatively low-cost and side-effects free way to distract patients from acute pain. Numerous studies have shown the feasibility of using VR to reduce pain compared with control conditions, however very little resear...
Educational video games have the potential to promote students' motivation in mathematics learning, which is often considered as one of the most difficult and important subjects for elementary school students. Augmented Reality (AR) games can enhance math learning motivation and collaboration between students-students and students-teachers in class...
Augmented reality game-based learning has become an emerging trend in the field of education as it has the potential to increase children's learning motivation for subjects such as mathematics. However, to achieve the benefits for children effectively, AR serious games need to be appropriately designed, especially in respect to their novel interact...
Through a literature review, we explore fantasy in serious games, the function of fantasy, and what contributes to fantasy. This research firstly regards fantasy as a game characteristic, focusing on the definition of fantasy in games. We find two directions: Mental activities and Artifacts. We construct a taxonomy of fantasy from multiple aspects....
Augmented Reality is becoming an emerging trend in the development of play-and-learn experience and increasingly accessible to children. However, there is a lack of understanding of how to design AR games to effectively improve children's learning experience, especially with respect to the novel interaction and representation paradigms that AR affo...
This book constitutes the refereed proceedings of the First IFIP TC 14 Joint International Conference on Entertainment Computing and Serious Games, ICEC-JCSG 2019, held in Arequipa, Peru, in November 2019.
The 26 full papers, 5 short papers, and 16 poster, demonstration, and workshop papers presented were carefully reviewed and selected from 88 su...
A commonality in socially-aware persuasive games is the strategy to appeal to empathy, as a means to have players feel and understand the struggles of another. This is particularly evident in the expanding use of immersive technologies, lauded for its ability to have players more literally 'stand in another's shoes'. But despite the growing interes...
Mindfulness-based cognitive therapy (MBCT) is used in mental health therapy but requires effort by the patient. This paper describes a preliminary design exploration of Open-MindEd, a Virtual Reality (VR) application specifically designed to support starting with MBCT. In collaboration with a mental health institute, two prospective users from the...
Physical activity (PA) can have a substantial benefit in the prevention, treatment and rehabilitation of (breast) cancer. Wearable devices offer possibilities to monitor PA, to provide feedback and to set targets. Although the market for PA related wearable devices is booming, the impact of these wearables is questionable. One of the main concerns...
Contemporary primary school students generally spend a lot of time playing digital games, but may be less interested in their schoolwork, such as learning mathematics. Mathematics includes many abstract concepts that can be difficult to grasp for some students. Augmented reality as a technology makes it possible to transfer the abstract knowledge i...
Games are designed with different objectives in mind. Some primarily for entertainment, others also to educate, motivate or persuade its players. Games with the latter objective, that of persuasion, are designed not only to be entertaining, but also with the intent to shape how players think and feel about issues in reality. However, despite the gr...
Virtual, Augmented and Mixed Reality technologies are embraced by designers, scholars and charities alike, some primarily for their entertaining properties, others also for the opportunities in education, motivation or persuasion. Applications with the latter objective, that of persuasion, are designed not only to be entertaining, but are also desi...
The chapter’s idea stems from the observation that technology is difficult to learn in an abstract way (books, lectures, etc.) and practical activities are needed not only to apply concepts but also to help learning itself. This is particularly challenging in a younger age where this concern is often neglected frequently, leading to poor instructio...
This study presents a literature review of previous studies of Augmented Reality (AR) games for learning. We classified learner groups, learning subjects, and learning environments mentioned in the literature. From this we conclude that AR games for learning generally have positive effects. We found that the most reported effects for AR learning ga...
Persuasive games exist for a wide variety of objectives, from marketing, to healthcare and activism. Some of the more socially-aware ones cast players as members of disenfranchised minorities, such as migrants, prompting them to 'see what they see'. In parallel, a growing number of designers has recently started to leverage immersive technologies t...
Background:
A computer-based game, named Timo's Adventure, was developed to assess specific cognitive functions (eg, attention, planning, and working memory), time perception, and reward mechanisms in young school-aged children. The game consists of 6 mini-games embedded in a story line and includes fantasy elements to enhance motivation.
Objecti...
The chapter’s idea stems from the observation that technology is difficult to learn in an abstract way (books, lectures, etc.) and practical activities are needed not only to apply concepts but also to help learning itself. This is particularly challenging in a younger age where this concern is often neglected frequently, leading to poor instructio...
Serious games offer the potential to not only entertain and educate, but can also operate as a diagnostic tool. While designing a game with the goal of a diagnostic tool, we faced many challenges. In this paper, we share our experiences in dealing with these challenges in the iterations of designing, implementing, and evaluating such a tool.
ADHD is among the most common childhood developmental disorder which may affect the school achievements. Children with ADHD may show symptoms of time perception problems. Although ADHD is a clinical diagnosis with several approaches, no diagnostic tool has been designed to detect the symptoms of time perception problems in ADHD children. A computer...
Serious games have shown potential as learning material, but are not very engaging. One reason why games are considered to be fun is their ability to provide us with an interesting fantasy world to explore and play in, but this seems at odds with the more serious nature of formal training. In this study, a two by two (familiar versus unfamiliar vis...
The serious games community rightly argues that there’s more to serious games than entertainment, and restricting the focus to entertainment “seriously undersells its potential” (Jenkins 2006). Indeed, while a consensus definition of serious games still eludes us, serious games are often described as games designed for a primary purpose other than...
Instruction, in several knowledge domains, aims at achieving two goals: acquisition of a body of knowledge and of problem solving skills in the �field. In physics, this requires students to connect physical phenomena, physics principles, and physics symbols. This can be learned on paper, but interactive tools may increase the learner's ability to c...
As games are continuously assessing the player, this assessment can be used to adapt the complexity of a game to the proficiency of the player in real time. We performed an experiment to examine the role of dynamic adaptation. In one condition, participants played a version of our serious game for triage training that automatically adapted the comp...
Instruction in physics aims at achieving two goals: the acquisition of body of
knowledge and problem solving skills in physics. This requires students to connect physical
phenomena, physics principles, and physics symbols. Computer simulation provides
students with graphical model that unites phenomenon and principles in physics. However,
such...
Children who have special needs when it comes to motor skill development, for
instance as a result of developmental coordination disorder or cerebral palsy, need to
undergo long bouts of physical therapy. This can often be considered boring, to the
detriment of the efficacy of the therapy. One way to improve the engagement of
physical therapy i...
It is assumed that serious games influences learning in 2 ways, by changing cognitive processes and by affecting motivation. However, until now research has shown little evidence for these assumptions. We used meta-analytic techniques to investigate whether serious games are more effective in terms of learning and more motivating than conventional...
Children who have special needs when it comes to motor skill development, for instance as a result of developmental coordination disorder or cerebral palsy, need to undergo long bouts of physical therapy. This can often be considered boring, to the detriment of the efficacy of the therapy. One way to improve the engagement of physical therapy is to...
Serious games show great potential, but many fail to live up to that potential. One way to improve serious game design could be to introduce surprising events linked to the instructional material. We modified our serious game for triage training, called Code Red Triage, to include three surprising events pertaining to decision-making moments in the...
Through a series of game design experiments evidence was found signifying the importance of feeling competence as a driver for engagement during gameplay. Engagement during gameplay is important both as a motivation to play games, as well as for serious games to improve cognitive interest and thereby the learning efficacy of the game. Consequently,...
The effectiveness of serious games is often measured with verbal assessment. As an alternative we propose Pathfinder structural
assessment (defined as measuring the learners’ knowledge organization and compare this with a referent structure) which comprises
three steps: knowledge elicitation, knowledge representation and knowledge evaluation. We di...
A challenge for serious games designers is to integrate learning with entertainment. For this purpose, the generation of curiosity using the foreshadowing/back story technique is promising. To implement this technique we propose the Game Discourse Analysis (GDA) which discerns between information flow (i.e. the sequence of information elements in a...
Serious games sometimes are not as efficacious as they should be when it comes to learning, but the reasons for this are unclear; something that is brought on by a lack of rigorous scientific research into what constitutes good game design. We created a serious game with which players can learn the triage procedure, called Code Red Triage, and foun...
Motivation -- To improve the effectiveness of (serious) games by empirically testing a number of cognition-based game design guidelines. Research approach -- A serious game was made to train players in performing the primary triage procedure in a large scale crisis situation. With this game, a number of game design decisions are systematically vari...
Motivation -- Game design and instructional design have to be reconciled in order to create effective and engaging serious games. However, a methodology for this purpose is not yet available. Research approach -- Such a methodology should meet two requirements. It should provide (1) a taxonomy of categories that can be used to describe both informa...
Games, and serious games especially, revolve around learning new material and integrating this into a mental model. However, playing games can be cognitively demanding and novices may fail to distinguish between relevant and irrelevant information. To overcome this, one can try to subtly cue the attention of the player to the relevant material. We...
We investigated if cybersickness has an effect on the affective appraisal of a virtual environment (VE). For many applications it is essential that users experience the simulated environment in a similar way as the corresponding real one. Navigation through VEs is known to negatively influence the physical well-being of observers by inducing cybers...
Serious games have a great potential for training and educating people in novel and engaging ways. However, little empirical research has been done on the effectiveness of serious games and, although early findings do point in a moderately positive direction, even less is known about why some games succeed in effectively educating while others donp...
Despite scant empirical substantiation, serious games are in widespread use. The authors review 28 studies with empirical data from a learning outcome perspective to outline the effectiveness of serious games (compared to other learning approaches and specific game features). They conclude that serious games potentially improve the acquisition of k...
The ambiance in virtual environments is affected by the loss of multimodal information. For many purposes, the affective qualities of a virtual environment require special attention in the modeling process. In order to construct the right ambiance it can be beneficial to engineer the affective appraisal of the virtual environment. However, a userps...
In earlier work, a reference method for game production was developed. In this research, we start with extending this method with different routes that correspond to different types of games. Therefore, we propose a game categorization scheme, in order to add situationality to the reference method for game production. The categorization scheme cons...
The use of games in learning and instruction, often referred to as serious games, has been propagated by many researchers. However, the complexity of serious games may cause players to engage in ineffective cognitive processes. We propose three design guidelines: predicting, resolving information gaps and postdicting to enable players to engage in...
In the development of 3D models of buildings, much time and effort is spent on enhancing lighting effects, to improve the perceived realism and quality of the models, and to create ambience. In an experimental setup, two versions of a 3D model of the Royal Carré Theater with different lighting conditions were presented to viewers, to assess the inf...
Citations
... Moreover, [7] even emphasized that mobile game-based learning constitutes a hot issue in the related scientific literature since it promotes learning entertainingly and fosters student motivation to increase engagement in the educational process. With the increasing research attention on the application and incorporation of game elements in education, [8] and [9] revealed that game-based learning has been shown to improve learners' motivation and engagement, increase learning effectiveness in classroom learning, and are critical to the development of the 21 stcentury skills. Hence, the quality of instructional materials in science can still be improved by integrating game-based learning methods, which are known to be interactive and engaging. ...
... The authors discuss the design considerations that went into creating the system, such as the use of colour and motion to convey information, and provide detailed examples of how the system can be used in practice. • "Situating Learning in AR Fantasy, Design Considerations for AR Game-Based Learning for Children" [3]: This paper discusses the use of AR in educational games for children and presents design considerations for creating effective and engaging learning experiences. The authors provide an overview of the current state of the field, including the benefits and challenges of using AR in education, and present a set of best practices for designing AR games for children. ...
... In recent years, Augmented Reality (AR) evolved from a new to an established technology used in a variety of fields (Elmqaddem 2019). These include but are not limited to industry (Reljić et al. 2021), education (Elmqaddem 2019;Garzón 2021), gaming (Bueno, Gallego, and Noyes 2020;Li et al. 2022), architecture & engineering (Delgado et al. 2020), medicine (Eckert, Volmerg, and Friedrich 2019), and science (Gazcón et al. 2018;Puertas et al. 2020). Especially due to the rapid development of mobile devices, AR can now be experienced in everyday life using one's own smartphone (Chatzopoulos et al. 2017;Muñoz-Saavedra, Miró-Amarante, and Domínguez-Morales 2020). ...
... One approach to improve technological benefits, enriching educational contexts, and player experience, is by incorporating gaming features such as avatar customization [9], fantasy [10], or goal-setting [11] into AR learning. Among them, the game element that can provide motivespecific affective incentives [12,13] is fantasy, i.e., unreal and fictional settings that deviate from everyday life [14,15]. Fantasy can positively affect game-based learning, increasing players' engagement, especially for children who are not self-motivated to study [16][17][18]. ...
... The anthropomorphic fantasy version may connect an abstract concept to a visualized role, with a plausible story and identifiable sounds that AR strengthen. Additionally, AR fantasy brings stronger immersive and autonomous participants' experiences through imagination [47]. Engaging imagination in learning can positively affect memorization recall [48], which is further enhanced by AR fantasy content, activating a vivid memory [49]. ...
... (1) Intrinsic pleasure is a must [29]. This can be aided by appealing graphics/sounds and plentiful feedback to player's actions with visual and audio effects [6,7,14,21,22,31,45], as well as designing the game to be playful overall [36]. (2) The game must have short rounds in order to fit into microleisure intervals of contemporary life [25]. ...
... Since then, numerous researchers (e.g., De la Hera, 2019; De la Hera et al., 2021;Ferrara, 2013;Ferrari, 2010;Heide & Nørholm, 2009;Seiffert & Nothhaft, 2015) have investigated the persuasive potential of digital games, providing more detail on what types of persuasive goals can be achieved and how digital games can be used for these purposes. Complementary studies have also further explored aspects such as the effects of persuasive games (Jacobs, 2017;Jacobs & Jansz, 2021;Jacobs et al., 2017Jacobs et al., , 2019, the design principles of persuasive games (Grace, 2021;Kors et al., 2021;Siriaraya et al., 2018), and concrete applications and persuasive roles (De la Hera, 2017, 2018Lee et al., 2021;Løvlie, 2008;Orji et al., 2013;Ruggiero, 2013). ...
... Proponents of a recent line of study have started examining the gamification of research and revealed similar ambivalence (cf. Dippel, 2017;Schouten, van der Spek, Harmsen, & Bartholomeus, 2019). Defined as "the practice of applying game features in non-game contexts," gamification is supposed to involve fun and generate positive outcomes for academics, but it also risks "goal displacement where the aim of doing sound and relevant research is superseded by the effort of gathering more points" (Hammarfelt, de Rijcke, & Rushforth, 2016, Discussion). ...
... Malone and Lepper [17] stated that endogenous fantasy is more interesting and educational than exogenous one for its skill transferability. A recent study integrated the use of endogenous fantasy with augmented reality in practicing math literacy (e.g., addition skill) [18]. Nevertheless, despite the widespread use of fantasy in games, the use of fantasy has been scarcely examined in a fully online learning context. ...
... Primarily, wearable devices in this market function to collect global positioning system (GPS) data and information on running technique to provide summary reports for assisting running performance [5][6][7]. This is achieved by the tracking of personal running data [8,9], planning of running goals [10], and/ or by increasing a runner's motivation to train [9,11]. However, despite the high incidence of running related injuries (RRIs), recently reported at 40% [12] and 46% [13], and the popular use of wearable devices to manage other illnesses and injuries [14][15][16], there is a dearth of research investigating the perceived usefulness of injury focused wearable technologies in runners. ...