This bachelor theses examines the usability of three-dimensional virtual learning environment. After the analysis of the literature, the characteristics of the virtual world and the needs of the users are singled out, the learning environments in the virtual worlds are described, also their disadvantages and advantages are discussed. The heuristic evaluation distinguishes the usability guidelines which are later used to create usage scenarios, detailed requirements. A model of the system is developed and tested. A three-dimensional learning environment is implemented, which contains tasks that teaches about phishing. The usability of the educational game is tested by testers. Testers answers questions about their experience using the game – how easy it was to understand the game, the gameplay, mechanics, whether they felt immersion or not and so on. An analysis of the results of this assessment is performed, which confirms that virtual learning environment in the virtual world is more immersing and motivates more than other forms of learning.
Trimatės virtualios mokymosi aplinkos "Pagauk duomenų vagystę" panaudojamumas ; Usability of the three-dimensional learning environment "catch the phishing"
08.06.2021
Hochschulschrift
Elektronische Ressource
Lithuanian , Englisch
DDC: | 629 |