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Third Annual ICGJ on March 18

from https://globalgamejam.org/news/third-annual-icgj-march-18:

Join us for the 2018 International Conference on Game Jams, Hackathons and Game Creation Events (ICGJ), the first — and so far only — academic conference dedicated to game jams and hackathons. The 2018 conference will be held at Github corporate headquarters in San Francisco on March 18, 2018 and is chaired by Dr. Johanna Pirker of Graz University of Technology (pictured).

Every year, ICGJ brings together game jam researchers and academic in a scholarly exchange of ideas and presentations. An important addition to this year’s program is the game jam event reports. Similar to the games showcase track, organizers can submit papers about their game jam, describing the challenges and outcomes of their jam events and what they learned in the process. The Call for Papers has been released. Most deadlines are in December. Early-bird registration is available through January.

Special Thanks to Github for hosting ICGJ!



Maroon (2013-now) is a interactive physics laboratory and experiment environment implemented in Unity3D, designed for active learning in the classroom or at home. It visualizes and simulates various physics experiments (at the moment solely electromagnetic experiments).

2017 GOLC Award for “Best Visualized Experiment”

Screen Shot 2017-03-25 at 13.21.50

Maroon support three main environments:

    • Maroon Web
    • Maroon MobileVR
    • Maroon VR

The virtual lab:

Maroon VR

Abstract: Maroon VR is a three-dimensional immersive lab experience in VR. Different physics experiments are visualized and simulated and rendered in VR to engage learners in an innovative and emerging environment. Maroon VR is designed for two different learning scenarios: (1) a room scale virtual reality experience with the HTC Vive fully immerses learners into the lab. Learners experience a Tesla coil at close range and can interact with the electro-magnetic experiments and feel resistance through the controllers. The second (2) scenario implements the lab in fully mobile VR experiments with the Gear VR or Google Cardboard. Since most students already own a smartphone, this version is cost-effective and easily available and remotely and mobile usable. This version is designed to be used in the classroom and supports immersive and engaging learning in a mobile, stand-alone, and cost-effective way.

Screen Shot 2017-03-25 at 13.22.01Screen Shot 2017-03-25 at 13.21.55

Maroon Mobile VR

Maroon Roomscale VR

Pasted image at 2016_09_22 01_20vivechi


Further Simulations:


  • Pirker, J., Lesjak, I., Parger, M., Gütl, C. (2017, March)  An Educational Physics Laboratory in Mobile Versus Room Scale Virtual Reality – A Comparative Study. In Remote Engineering and Virtual Instrumentation (REV), 2017 13th International Conference on. IEEE. (accepted)
  • Pirker, J., & Gütl, C. (2015). Educational Gamified Science Simulations. In Gamification in Education and Business (pp. 253-275). Springer International Publishing.
    (DownloadBook Chapter).
  • Pirker, J., Gütl, C., Belcher, J.W., Bailey, P.H.: Design and Evaluation of a Learner-Centric Immersive Virtual Learning Environment for Physics Education. SouthCHI 2013: 551-561. (acceptance rate: 22%) (Paper) (Slides)


Many students were already involved in evolving this project! Thanks to all of them!

  • Physics Team: Simon Oblasser, David Szammer, Michael Holly, Christopher Schinnerl, Christian Kartnig, Michael Schiller
  • VR Team: Isabel Lesjak, Mathias Parger, Stefan Sgouridis
  • Networking Team: Patrick Hipp, Christopher König, Dominik Jeitler
  • UX Team: Michaela Heschl


Virtual TEAL World

 Technology Enabled Active Learning (TEAL) is a learning approach designed based on the interactive engagement learning method. It was developed at the Massachusetts Institute of Technology and successfully improves the efficiency of teaching freshmen physics. TEAL uses especially designed classrooms, hands-on experiments, and the simulation software TEALsim for three-dimensional visualizations to enhance the conceptual understanding of students. It provides different teaching methods and scenarios to advance the effectiveness of interactive engagement. Nevertheless, not every institution or university is able to fund the according renovations of the classrooms. Also, this teaching model does not support distance learning possibilities teaching model.The Virtual TEAL World is an attempt to design a virtual three-dimensional learning environment that integrates the educational valuable components and scenarios of the TEAL approach to provide a flexible, competitive, and economic reproduction of the original TEAL environment, which also supports distance-learning scenarios. Tools, experiments, videos, and the 3d simulations used by TEAL were especially implemented or adapted for the collaborative virtual world environment Open Wonderland to assimilate the original TEAL environment.The main objective of the Virtual TEAL World is to provide a virtual learning environment that accomplishes learning achievements as good as the TEAL environment so that students who are learning in the Virtual TEAL World can achieve the same conceptual understanding. The practical work includes the adaption of the existing integration of TEALsim and the first implementation of a module simulating concept questions in Open Wonderland, with regard to the defined requirements, such as usability, interactivity, and collaboration.Three-dimensional virtual worlds, however, are still unfamiliar and seen as controversial by teachers and learners. In particular, issues such as technical requirements, lack of user acceptance, and lack of technical expertise are hindering factors to use 3d virtual worlds for educational scenarios. Therefore, the main objective of the design and the corresponding evaluation is to raise the users’ motivation, to enhance usability and to show that students learning in the Virtual TEAL World can achieve conceptual understanding.A first evaluation was conducted in two phases with the main stakeholder groups and integrated questions focusing on usability and stakeholder requirements. First, physicists and instructors evaluated the world with a focus on pedagogical objectives. In the second phase, student groups conducted a supervised learning roundtrip with respect to learning progress and motivation. This first evaluation shows advances of motivation by enhancing interactivity and collaboration, and indicated a minimized user frustration by focusing on enhanced usability of the system. The majority of the participants would use this system for learning, but pointed out the need of an increased performance and enhanced graphics.

(J.Pirker; The Virtual TEAL World – An Interactive and Collaborative Virtual World Environment for Physics Education , Master’s Thesis, Graz Unversity of Technology in conjunction with the Massachusetts Institute of Technology)

This research is hosted at the CECI at Massachusetts Institute of Technology.