Enhancing Engineering Education in the Roblox Metaverse: Utilizing chatGPT for Game Development for Electrical Machine Course

Won Ho, Daehyun Lee

Abstract


This research paper explores the use of chatGPT to facilitate the development of educational experiences in the Roblox metaverse, specifically focusing on the electrical machine course. The primary objectives of this study are to demonstrate how chatGPT can streamline the creation of immersive and interactive learning environments within Roblox and to evaluate the efficacy of these experiences in engaging students and enhancing their understanding of electrical machines. Our approach leverages chatGPT's capabilities to optimize client-side scripts for server-side implementation efficiently, create well-structured dictionaries for describing game activities, stages, and points, and simplify the implementation of various effects and interactions. Upon completing our Roblox-based educational experience, the resulting code will be available under a Creative Commons license, allowing other educators and developers to build upon and customize our work for their needs. We tested this project with a group of 22 college-level students studying electrical machines, whose feedback has been instrumental in understanding the effectiveness of our methods and identifying areas for improvement. The results of this study suggest that integrating chatGPT into the development process of Roblox-based electrical machine-learning experiences can lead to increased student engagement and understanding. Further research is recommended to explore the broader implications of using chatGPT and other AI-powered tools in developing metaverse-based educational content across various subjects and learning environments. By doing so, we can continue to push the boundaries of what is possible in virtual education and provide more engaging and effective learning experiences for students worldwide.

Keywords


Roblox; chatGPT; electrical machine; game-based learning

Full Text:

PDF

References


H. Lin et al., "Metaverse in education: Vision, opportunities, and challenges", arXiv preprint arXiv:2211.14951, 2022.

J. Singh, M. Malhotra, and N. Sharma, "Metaverse in education: An overview", Applying Metalytics to Measure Customer Experience in the Metaverse, pp. 135-142, 2022.

B. Kye et al.,"Educational applications of metaverse: possibilities and limitations", Journal of educational evaluation for health professions,vol. 18, 2021.

G. S. Contreras et al., "The importance of the application of the metaverse in education", Modern Applied Science, vol. 16, no. 3, pp. 1-34,2022.

A. Tlili et al.,"Is Metaverse in education a blessing or a curse: a combined content and bibliometric analysis", Smart Learning Environments, vol. 9, no. 1, Jan. 2022.

H. Lee and Y. Hwang, "Technology-enhanced education through VR-making and metaverse-linking to foster teacher readiness and sustainable learning", Sustainability, vol. 14, no. 8, pp. 4786, 2022.

R. Hare and Y. Tang, "Hierarchical deep reinforcement learning with experience sharing for metaverse in education", IEEE Transactions on Systems, Man, and Cybernetics: Systems", 2022.

Z. Chen, "Exploring the application scenarios and issues facing Metaverse technology in education", Interactive Learning Environments, Jan. 2022.

R. U. Long, “Roblox and effect on education", Springfield (MO): Drury University, 2019.

J. Han, G. Liu, and Y. Gao, "Learners in the Metaverse: A Systematic Review on the Use of Roblox in Learning", Education Sciences, vol. 13, no. 3, pp. 296, 2023.

P. Rospigliosi, “Metaverse or Simulacra? Roblox, Minecraft, Meta and the turn to virtual reality for education, socialisation and work", Interactive Learning Environments, vol. 30, no. 1, Jan. 2022.

N. H. Mustafa et al , "English Language Problem-based Learning via user-generated 3D world Roblox Module: Need Analysis", 2020.

D. Kang, H. Choi, and S. Nam, "Learning Cultural Spaces: A Collaborative Creation of a Virtual Art Museum Using Roblox.", International Journal of Emerging Technologies in Learning, vol. 17, no. 22, 2022.

C. Conlan, "The blender python API: Precision 3D modeling and add-on development", 2017.

B. R. Kent, "3D scientific visualization with Blender®", Morgan & Claypool Publishers, 2015.

M. Z. Patoli et al., "An open-source grid-based render farm for blender 3d", 2009 IEEE/PES Power Systems Conference and Exposition, Jan. 2009.

M. M. Rose et al., "Development of 3D Multimedia as a Practical Suggestion Based on Virtual Reality", 5th FIRST T1 T2 2021 International Conference (FIRST-T1-T2 2021), pp. 306-309, 2022.

"M. Ouza, M. Ulrich, and B. Yang, "A simple radar simulation tool for 3D objects based on blender", 2017 18th International Radar Symposium (IRS), Jan. 2017.

M. Zoppè et al., "Using Blender for molecular animation and scientific representation", Blender conference. amsterdam, 2008.

S. S. Jawhar et al., "Collaborative Problem Solving and Literacy Practices: A Conversation-Analytic Case Study of Children's Pre-Roblox Gaming Interaction", Available at SSRN 4279993

A. Krnjajic and S. R. Wesslén,"Ready Company One: How game developers facilitate value creation in the Roblox metaverse", 2022.

C. S. Meier et al., "Using the Roblox video game engine for creating virtual tours and learning about the sculptural heritage", International Journal of Emerging Technologies in Learning (iJET), vol. 15, no. 20, pp. 268-280, 2020.

S. Davidson and L. Candy, "Teaching EBP using gameâ€based learning: Improving the student experience", Worldviews on Evidenceâ€Based Nursing, vol. 13, pp. 285-293, 2016.

K. S. Jossan, A. Gauthier, and J. Jenkinson, "Cultural implications in the acceptability of game-based learning", Computers & Education, vol. 174, 104305, 2021.

T. Coleman and A. G. Money, "Student-centred digital game–based learning: a conceptual framework and survey of the state of the art", Higher Education, vol. 79, pp. 415-457, 2020.

D. Sobania et al., "An analysis of the automatic bug fixing performance of chatGPT", arXiv preprint arXiv:2301.08653, 2023.

A. Kashefi and T. Mukerji , "ChatGPT for Programming Numerical Methods", arXiv preprint arXiv:2303.12093, 2023.

V. Taecharungroj, "“What Can chatGPT Do?†Analyzing Early Reactions to the Innovative AI Chatbot on Twitter", Big Data and Cognitive Computing, vol. 7, no. 1, pp. 35, 2023.

F, Wang et al., "What does chatGPT say: the DAO from algorithmic intelligence to linguistic intelligence", IEEE/CAA Journal of Automatica Sinica, vol. 10, no. 3, pp. 575-579, 2023.

S. Jalil et al., "ChatGPT and software testing education: Promises & perils", arXiv preprint arXiv:2302.03287, 2023.




DOI: http://dx.doi.org/10.18517/ijaseit.13.3.18458

Refbacks

  • There are currently no refbacks.



Published by INSIGHT - Indonesian Society for Knowledge and Human Development