Using serious games for learning sign language combining video, enhanced interactivity and VR technology
- Submitting institution
-
The University of Westminster
- Unit of assessment
- 11 - Computer Science and Informatics
- Output identifier
- qz248
- Type
- D - Journal article
- DOI
-
-
- Title of journal
- Journal of Universal Computer Science (J.UCS)
- Article number
- -
- First page
- 996
- Volume
- 26
- Issue
- 8
- ISSN
- 0948-6968
- Open access status
- Compliant
- Month of publication
- October
- Year of publication
- 2020
- URL
-
http://www.jucs.org/jucs_26_8/using_serious_games_for
- Supplementary information
-
-
- Request cross-referral to
- -
- Output has been delayed by COVID-19
- No
- COVID-19 affected output statement
- -
- Forensic science
- No
- Criminology
- No
- Interdisciplinary
- No
- Number of additional authors
-
3
- Research group(s)
-
-
- Citation count
- 0
- Proposed double-weighted
- No
- Reserve for an output with double weighting
- No
- Additional information
- Virtual Reality (VR) and serious games (SGs) have been proved as effective tools in enhancing cognitive abilities and increase positive affect of learning. The significance of this paper lies on coupling VR with game-based learning and presenting the results of a comparative empirical study involving a large number of users, which evaluates the difference in learning British Sign Language using SGs versus conventional video. The paper makes important contributions to the fields of applied computing in education by demonstrating the use of a pedagogical framework to support adult learning coupling VR and SGs.
- Author contribution statement
- -
- Non-English
- No
- English abstract
- -