Curiosity Games: Enhancing STEM Education in a VR Math Game Through GIFT Integration

The proposed integration of the Generalized Intelligent Framework for Tutoring (GIFT) into Curiosity Games, our Mars-based VR math game, represents a transformative approach to STEM education and training. Designed to engage middle and high school students, the game immerses learners in a dynamic educational experience while fostering skills critical for future careers in defense, aerospace, and STEM fields. Developed by the U.S. Army and its collaborators, GIFT provides advanced adaptive learning capabilities, real-time assessments, and robust monitoring tools that align seamlessly with the game’s structured classroom and exploratory open-world design. Students are able to use the game using VR or a desktop based application. The classroom component, set within a Martian observatory, will leverage GIFT to support a traditional adaptive course design. Students will follow a structured step-by-step process aligned with the 5E model: Math Conceptual Exercises (Engage and Explore), Apply Arithmetic (Explain and Elaborate), Test Questions (Evaluate), and culminating in Hands-On Activities (Elaborate). Progression is tied to performance, with students required to achieve a passing score of 80% or higher to move to the next stage. GIFT will issue credits as students successfully complete activities, tying in-game rewards to academic achievement.GIFT Integration Highlights:1. Real-Time Adaptive Support:-GIFT will provide tiered intervention to assist students who struggle with tasks, increasing teacher efficiency by prioritizing resources. These tiers include:-The AutoTutor Support is used first for immediate assistance.-Peer-to-Peer Support, where GIFT identifies proficient students to mentor peers, is the next intervention employed.-Small Group Support, where GIFT groups students with similar needs and facilitates teacher-hosted sessions, can be further employed.-One-on-One Teacher Support, dynamically pairing individual students with teachers based on real-time data to optimize outcomes, is the final intervention employed after the previous more time efficient options have been exhausted.2. Game Master Interface:-Teachers monitor progress, control adaptive exercises, and provide feedback through Objectives, Assessment, and Teams and Roles panels.3. After-Action Reviews (AAR):-Time-synced playback and video panels enable detailed reviews and targeted feedback.4. Open-World Exploration:-Students use credits to build Martian civilizations, solve tactical scenarios, and complete engineering challenges, with adaptive difficulty based on performance.Expected Outcomes:The integration of GIFT will enhance learning outcomes through personalized, adaptive support, improve teacher efficiency by optimizing resource allocation, and inspire the next generation of STEM professionals. This project aligns with the Department of Defense’s goals of fostering a technically skilled workforce and demonstrates the potential of integrating intelligent tutoring systems into immersive educational platforms.Lessons Learned:Leveraging GIFT’s existing tools minimizes development time for features such as teacher dashboards, multiplayer support, and scenario authoring. Utilizing these resources allows for efficient implementation and scalability, ensuring maximum return on investment.

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Publication Details

Journal
AHFE international
Published
2025-01-01
DOI
https://doi.org/10.54941/ahfe1006388
Primary Topic
Teaching and Learning Programming
Type
article
Field-Weighted Citation Impact
0.00
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article

Curiosity Games: Enhancing STEM Education in a VR Math Game Through GIFT Integration

Eric Osorio, Hong Liu, Caila Deabreu
AHFE international
Teaching and Learning Programming
article

Curiosity Games: Enhancing STEM Education in a VR Math Game Through GIFT Integration

Eric Osorio, Hong Liu, Caila Deabreu
article en

Abstract

The proposed integration of the Generalized Intelligent Framework for Tutoring (GIFT) into Curiosity Games, our Mars-based VR math game, represents a transformative approach to STEM education and training. Designed to engage middle and high school students, the game immerses learners in a dynamic educational experience while fostering skills critical for future careers in defense, aerospace, and STEM fields. Developed by the U.S. Army and its collaborators, GIFT provides advanced adaptive learning capabilities, real-time assessments, and robust monitoring tools that align seamlessly with the game’s structured classroom and exploratory open-world design. Students are able to use the game using VR or a desktop based application. The classroom component, set within a Martian observatory, will leverage GIFT to support a traditional adaptive course design. Students will follow a structured step-by-step process aligned with the 5E model: Math Conceptual Exercises (Engage and Explore), Apply Arithmetic (Explain and Elaborate), Test Questions (Evaluate), and culminating in Hands-On Activities (Elaborate). Progression is tied to performance, with students required to achieve a passing score of 80% or higher to move to the next stage. GIFT will issue credits as students successfully complete activities, tying in-game rewards to academic achievement.GIFT Integration Highlights:1. Real-Time Adaptive Support:-GIFT will provide tiered intervention to assist students who struggle with tasks, increasing teacher efficiency by prioritizing resources. These tiers include:-The AutoTutor Support is used first for immediate assistance.-Peer-to-Peer Support, where GIFT identifies proficient students to mentor peers, is the next intervention employed.-Small Group Support, where GIFT groups students with similar needs and facilitates teacher-hosted sessions, can be further employed.-One-on-One Teacher Support, dynamically pairing individual students with teachers based on real-time data to optimize outcomes, is the final intervention employed after the previous more time efficient options have been exhausted.2. Game Master Interface:-Teachers monitor progress, control adaptive exercises, and provide feedback through Objectives, Assessment, and Teams and Roles panels.3. After-Action Reviews (AAR):-Time-synced playback and video panels enable detailed reviews and targeted feedback.4. Open-World Exploration:-Students use credits to build Martian civilizations, solve tactical scenarios, and complete engineering challenges, with adaptive difficulty based on performance.Expected Outcomes:The integration of GIFT will enhance learning outcomes through personalized, adaptive support, improve teacher efficiency by optimizing resource allocation, and inspire the next generation of STEM professionals. This project aligns with the Department of Defense’s goals of fostering a technically skilled workforce and demonstrates the potential of integrating intelligent tutoring systems into immersive educational platforms.Lessons Learned:Leveraging GIFT’s existing tools minimizes development time for features such as teacher dashboards, multiplayer support, and scenario authoring. Utilizing these resources allows for efficient implementation and scalability, ensuring maximum return on investment.

AHFE internationalVol. 180
Openalex Percentile: Top 85%
Teaching and Learning Programming
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