Does interaction modality matter? The case of Maze Commander (TAKEN)
In the context of educational/serious games, there exist different ways to adapt a serious game to the player/learner, from adaptive game-worlds, to difficulty adjustments and learning content adjustment. However, adaptation of the interaction modality is an aspect that is not explored a lot.
According to the theory of multiple intelligences , every person has 8 different intelligences with different strengths that work together in an orchestrated way. With the “Maze Commander” game , we wanted to explore whether there is a relation between players’ intelligences and interaction modality preference. Maze Commander was created by the researchers at WISE. In its current setup, it is a collaborative game (played by 2 players) that uses two interaction modalities: the Oculus rift virtual reality glasses and Sifteo cubes . As the Oculus rift is highly visual and the Sifteo Cubes are highly kinestetic, the focus of the research was on the Visual intelligence and kinesthetic intelligence.
The objective of this research is to convert Maze Commander to a single player game (eliminating the oculus rift modality, and focusing on enhancing the kinestetic interaction) and investigating whether there is a correlation between the learning outcome and the level of kinestetic intelligences a the player/learner. This last aspect should be done by conducting an experiment .
1. Gardner, Howard. Frames of mind: The theory of multiple intelligences. Basic books, 2011.
Ability to conduct a user experiment
Familiariy with Unity game engine and C# programming language
Adapting Maze Commander to a single player game
Design and conducting a user experiment