Using 3D Simulations for Gamified Learning and Training

Need or Problem

I am in the process of a career transition. I spent the last six years teaching middle and high school in 1:1 device schools. My growing interest and passion for educational technology led me to the Information and Learning Technologies program at the University of Colorado, Denver. I am now in the final stages of my journey through the ILT program and I have begun to narrow my interests and explore specific career paths. 

Last month I had the opportunity to observe at a large cable company to see how their Instructional Designers are utilizing a software called Unity 3D to create virtual training simulations for field technicians. Utilizing Oculus Rift headsets and motion capture technology, employees are able to gain the essentials they would normally acquire in real-life field based training. This approach helps the company to reduce costs associated with training because they don’t have to pay to fly trainers around the country, block off use of trucks and materials, and close down streets in order to train their employees. 

Prior to this experience I was under the impression that Instructional Designers mainly created online modules and similar digital content. I was intrigued by the work being done at the company and interested in the scope of utilizing 3D creation software for training. I will investigate and explore how different software and hardware is being utilized to create hands-on training and learning. This process will help me narrow and refine my career interests and help reveal areas where I might need to learn more. 

Question to guide inquiry: How is 3D software such as Unity 3D being used for gamified learning and in which industries is this becoming prevalent?

Search Method

I utilized the Auraria Library to find specific sources. I also limited my search history to the last three years to narrow down my search to recent research. I glanced through the Unity 3D and Leap Motion and Oculus Rift websites (which are the main two types of software and hardware that the Instructional Designers I observed were using to develop training simulations) to look for key terminology to search for. 

Keywords included: Unity 3D, simulation, training, virtual reality, gamified learning, gamification, game-based simulation, virtual simulations

 

Resources

Alimanova, M., Borambayeva, S., Kozhamzharova, D., Kurmangaiyeva, N., Ospanova,

D., Tyulepberdinova, G., Kassenkhan, A. (2017). Gamification of hand rehabilitation process using virtual reality tools: Using leap motion for hand rehabilitation. First IEEE International Conference on Robotic Computing. 336 – 339. doi:10.1109/IRC.2017.76. Retrieved from https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=7926560

This article discusses the development of a simulation using Unity 3D and Leap Motion to help people with hand injuries during the rehabilitation process. Rehabilitation requires repetitive motion that can become monotonous and boring so pairing this with a virtual environment can make the process more engaging and encouraging for patients. The simulation, called Escape Game, requires patients to throw, grab, reach, etc. in a virtual environment. 

 

Bhagat, K., Liou, W., & Chang, C. (2016). A cost-effective interactive 3D virtual reality system 

applied to military live firing training. Virtual Reality, 20(2), 127-140. doi:10.1007/s10055-016-0284-x

This report explores the use of virtual reality simulations created with Unity 3D for military weapons and firing training. The simulation utilizes gun models with similar weight and recoil to actual weapons paired with virtual environments. Wind, rain and other elements can all be programmed into the simulation to make it more realistic for the user. The study revealed outcomes related to performance were higher in the simulated environment when compared to a traditional live-firing training. Learners are able to train and learn in a variety of situations that would not be possible in traditional training settings. This is being used mainly by the United States Military as it is quite expensive. 

 

Koivisto, J., Niemi, H., Multisilta, J., & Eriksson, E. (2017). Nursing students’ experiential

learning processes using an online 3D simulation game. Education and Information Technologies, 22(1), 383-398. doi:10.1007/s10639-015-9453-x

This article describes the growth of the use of games and simulations for learning in the healthcare industry. Training in this way allows medical students to gain practical experience in a safe, engaging and cost effective manner. Learning with interactive virtual environments is immersive and helps the learner feel more invested and involved in the process. Unity software was used to develop this game. In the next study there are plans in place to hire a dedicated Unity Programmer, 3D artist, animator and an industrial designer to better meet the needs of learners. 

 

McDowell, J., Styles, K., Sewell, K., Trider, P., Marriott, J., Maher, S., & Naidu, S. (2016). A

simulated learning environment for teaching medicine dispensing skills. American Journal of Pharmaceutical Education, 80(1), 11. doi:10.5688/ajpe80111

This paper describes how a team consisting of a project manager, three pharmaceutical consultants, two web programmers and a graphic interface designer worked together to create MyDispense, a simulation to teach pharmacy students proper medicine dispensing skills safely. Prior to the simulation students would learn about the skills in lecture and were given limited understanding of how to perform the task in real life which often led to error later on. Practicing virtually allows students to make mistakes and cuts down on materials usage. The simulation development began in Unity 3D but was later changed in favor of web-based technology. The simulation is still a gamified experience but it does not require headsets or specialized computers to run. Being web-based allows for students to access the simulations from anywhere without needing special equipment. 

 

Su, C. (2016). Developing and evaluating effectiveness of 3D game-based rehabilitation system 

for total knee replacement rehabilitation patients. Multimedia Tools and Applications, 75(16), 10037-10057. doi:10.1007/s11042-015-2820-1

This article describes the use of both Unity 3D and motion capture technology to develop and study the use of 3D simulations for use with total knee replacement (TKR) patients. Researchers found that patients in the rehabilitation process often lost steam during the recovery process resulting in muscle atrophy and longer recovery. When virtual reality was introduced and patients had interactive simulations it helped engage patients and prevent atrophy. They noted the high cost and accessibility for many patients and pointed to other commercial options such as the Wii Fit. 

Takeaway

As I completed this research it became apparent that I have additional work to do beyond my studies in the ILT Program. I have a strong interest in game and simulation design in relation to learning and training. I am well-versed in the creation of traditional eLearning modules using programs like Storyline and Captivate but I will need to gain experience in 3D programming if I want to pursue this type of work. It is also clear that much of the work being done is in the healthcare industry, an industry I was not previously focused on. I plan to download the free student version of Unity 3D in order to teach myself more about the process of development. I will also widen my scope of industries as I begin to search for jobs.

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