TY - JOUR
T1 - Thinking Through the Box
T2 - Evaluating a 3D Game to Engage Penetrative Thinking
AU - Pathak, Aarohi
AU - Chang, Jack S.K.
AU - Resch, Gabby
AU - Doucette, Alison
AU - Yeboah, Georgina
AU - Welsh, Timothy Nevin
AU - Nitsche, Michael
AU - Mazalek, Ali
N1 - Funding Information:
Funding. This research was supported by an Insight Grant from the Social Sciences and Humanities Research Council of Canada, an Innovation Fund grant from the Canada Foundation for Innovation, and funding from the Ontario Ministry for Research and Innovation.
Publisher Copyright:
Copyright © 2020 Pathak, Chang, Resch, Doucette, Yeboah, Welsh, Nitsche and Mazalek.
PY - 2020/12/10
Y1 - 2020/12/10
N2 - Spatial skills allow us to mentally imagine and manipulate objects and their spatial relations. These skills are crucial in both every day and expert tasks. The present paper reports on an evaluation of a 3D game developed to train a specific spatial skill known as penetrative thinking—the ability to imagine cross-sections of 3D objects from their surface features. In the game, users change the location and orientation of a virtual plane to make cuts through 3D objects in a series of spatial puzzles. Users operate an interface to position the virtual plane until a “slice” at the location of the plane matches a target cross-section of a virtual object. Multiple spatial puzzles with different properties are completed throughout the game. In one version of the game, users completed the puzzles in an immersive virtual environment and operated a tangible interface to move the virtual plane. A secondary version of the game required users to view the puzzles in a virtual environment displayed on a computer screen, and to position the slicing plane with a keyboard and mouse. Participants (n = 45) completed a measure of penetrative thinking (Santa Barbara Solids Test) before and after completing one of three interventions: the game with the tangible interface (n = 15), the game with the keyboard interface (n = 15), or a series of (control) questions (n = 15). Although there were no significant pre-/post-intervention changes in penetrative thinking in any of the groups, participants' performance in the game correlated with scores on a standardized test of penetrative thinking. These results provide evidence that the game and the standardized test accessed similar spatial skills and, as a consequence, indicate that the 3D game has the potential to be a valid approach for training penetrative thinking skills.
AB - Spatial skills allow us to mentally imagine and manipulate objects and their spatial relations. These skills are crucial in both every day and expert tasks. The present paper reports on an evaluation of a 3D game developed to train a specific spatial skill known as penetrative thinking—the ability to imagine cross-sections of 3D objects from their surface features. In the game, users change the location and orientation of a virtual plane to make cuts through 3D objects in a series of spatial puzzles. Users operate an interface to position the virtual plane until a “slice” at the location of the plane matches a target cross-section of a virtual object. Multiple spatial puzzles with different properties are completed throughout the game. In one version of the game, users completed the puzzles in an immersive virtual environment and operated a tangible interface to move the virtual plane. A secondary version of the game required users to view the puzzles in a virtual environment displayed on a computer screen, and to position the slicing plane with a keyboard and mouse. Participants (n = 45) completed a measure of penetrative thinking (Santa Barbara Solids Test) before and after completing one of three interventions: the game with the tangible interface (n = 15), the game with the keyboard interface (n = 15), or a series of (control) questions (n = 15). Although there were no significant pre-/post-intervention changes in penetrative thinking in any of the groups, participants' performance in the game correlated with scores on a standardized test of penetrative thinking. These results provide evidence that the game and the standardized test accessed similar spatial skills and, as a consequence, indicate that the 3D game has the potential to be a valid approach for training penetrative thinking skills.
UR - http://www.scopus.com/inward/record.url?scp=85138072340&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85138072340&partnerID=8YFLogxK
U2 - 10.3389/frvir.2020.569674
DO - 10.3389/frvir.2020.569674
M3 - Article
AN - SCOPUS:85138072340
SN - 2673-4192
VL - 1
JO - Frontiers in Virtual Reality
JF - Frontiers in Virtual Reality
M1 - 569674
ER -