VR Edufication on Historic Lunar Roving Missions

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Abstract
This work presents the design and evaluation of an educational VR game to teach historic Apollo lunar roving missions. The game consists of three gameplay scenes, and each scene aims to convey one type of knowledge. The game adheres with the learning objectives, presents the contents, and conveys knowledge in both active and passive interaction modes. We conducted a user study focusing on the understanding of the influence of different interaction modes on learning outcomes and learning engagement.