Ultrasonic Volume Measurement with Arduino Physical Programming

Authors

Mesut ULU

Summary

In this learning scenario, it is aimed to determine the volumetric amount by using the height (depth) of the liquid or solid product in a tank or container by means of level measurement. Level measurement is a measurement application frequently encountered in many different engineering fields. In the study made with ultrasonic level detection method, HC-SR04 Ultrasonic Sensor and Arduino Uno data acquisition and control card were used. Our container to be filled is determined as a cylindrical container with a radius of 5 cm and a height of 20 cm. It was taken as π = 3.14 and these measurements were coded over the m Block and the volume was measured. In addition, the occupancy warning is also provided by the lighting of the led lamps at certain levels, which warns the tank fullness. Thanks to Arduino physical programming, it has been observed that there is a 99% agreement between the volume value found by ultrasonic volume measurement and the volume values measured with graduated cylinder.

Keywords

Arduino, m Block, Volume, Ultrasonic

Problem situation:

Problem situation: Archimedes and Newton are students at school with their teachers, who are involved in an experiment in which precise volume measurements are made. Their teachers asked them to measure 630 ml of alcohol to use in the experiment. While measuring with a graduated cylinder, it suddenly slipped from their hands and fell and the graduated cylinder broke. When they couldn’t find any other graduated cylinders in the laboratory, their experiments were left unfinished and they were very upset about this situation. Thereupon, their teachers asked them to research whether there is a material suitable for today’s technology and with which they can measure volume more precisely, and to get help from information technology teachers in this regard. Their teachers expect these students to think like a scientist and develop a material used for measuring volume with simple Arduino materials. Despite the situation above, students are expected to design a volume measurement tool that is faster and more accurate than a graduated cylinder, in accordance with today’s technology.

Age of students

11-13

Teaching resources (material)

Arduino uno

HC-SR04 Ultrasonic sensor

jumper cables

led bulbs

Resistance

Laptop

IR Transceiver

IR Receiver Module Wireless Remote Control,

medium and large bread-board,

16×2 LCD screen

cardboard,

styrofoam foam

scissors, glue and double-sided tape

buzzer

 (The determined materials were given to 6 student groups.)

Subject (s)

1. Science Dimension of the Activity: Electrical circuits, connecting circuit elements on a breadboard, particulate nature of matter and fluids, volume measurement.

2. Technology Dimension: Physical programming with Arduino, material selection for the material to be used in volume measurement, usefulness and cost in the design product.

3. Mathematics Dimension: Recognizing geometric shaped containers to be used in volume measurement, taking into account the criteria and limitations. For the solution of the problem, using the processes of estimation, induction, description, generalization and verification of mathematical thinking and reaching the solution of the problem by considering all the factors (reasoning-reasoning). Knowing the volume formulas in cylinders and prisms and applying them in the coding program24

4. Engineering Dimension: In the process of designing the material system to be used in volume measurement, determining the criteria and limitations, schematizing the design by taking into account the shape, size and visuality, prototyping, testing, development.

5. Visual Arts Dimension: Recognizing the properties of geometric shapes, using visuality and symmetrical compatibility in the design of the design to be produced.

6. Information Technologies: knowing the basic programs on the computer, using the m Block program, coding the formulas used in volume measurement in the program

Electrical based measurement methods

1) Electrode (conductive) based

2) Ultrasonic based

3) Radar based

4) Laser based

5) TDR based

6) Capacitance based 7) Magnetic field based

STEM Subject

It makes inferences that measuring volume has an important place in our daily life and is used in the food and energy sector outside of science. Designs a unique volume measuring tool. Understands that science and engineering are closely related. He knows that electrical engineers use their creativity as well as their science and math knowledge to solve their problems. Knows that the engineering design process consists of steps that can be used to solve problems. Develops problem-solving, teamwork, communication and creative thinking skills while working through engineering design challenges.

Engineering design

Developed solutions to the problem (An algorithm was created).
At this stage, the students were asked to produce at least 3 different solutions according to the problem situation. Different solutions were developed in line with the criteria and constraints determined for the volume measurement material.
By evaluating the process steps (algorithm) of the solution step by step, the solution was tested and sensitive and reliable volume measurement devices were designed with computer support using the ultrasonic method.

Testing and Refinement of Code

The written code was tested together with the physical components and their controls were provided. The prototype was assembled to the volume measuring device model created with simple tools. At this stage, Arduino components were mounted on the design made with simple tools such as design, cardboard, foam, in line with the criteria and restrictions determined.

Steam IT project – YouTube

Evaluation and results

  1. Do you think you have reached the most ideal design for the solution of the problem? Please explain with reasons.
  2. Briefly explain the engineering design process steps you follow in volumetric design.
  3. If you had enough time and the materials you wanted, what else would you do to improve your design? Please explain the reasons.

All groups were thanked for the design they developed. The material with the most beautiful design and the most precise measurement was rated by student groups. As a result, the material of the second group was chosen as the best design. A material with 99% success in volume measurement has emerged.

https://drive.google.com/file/d/1rBJ-a8SxYrLNmBnMZ8O59uiKiOy6zk3g/view?usp=sharing

Energy around us (L’energia attorno a noi)

In this post I will explain how I introduced STEM contents into subject that I teach Italian language, in order to connect the study of Italian to real life situations. As Scinetix Ambassador, I want that my students find a solution of the problem using research work, critical opinion, their strong sides of personality, peer collaboration, etc.

According to the school plan and curriculum for Italian language in 8th grade, my 15-year-old students had to learn words about energy sources and energy consumption in Italian. I decided not to use the text in their student book and found in the Scientix RESOURCE REPOSITORY great resource “GETTING TO KNOW ENERGY” in Italian http://www.scientix.eu/resources/details?resourceId=3072.

Learning Goals of our lesson were:

  • Understand what energy is, what types of energy there are, and the different forms of energy
  • Explore cause and effect as it relates to energy use
  • Compare how children around the world use energy to identify similarities and differences.

Warm up activity (10 minutes) was watching video about energy in Italian “Le fonti di energia”: https://www.youtube.com/watch?v=fFmijtXf95s, which helped them recall the knowledge of physics about energy types.

During the main part of class (25 min of “reading and comprehension”) my students were reading the text in Italian “Impariamo a conoscere l’energia” from the school projector and trying to understand it:  http://storage.eun.org/resources/upload/657/20170727_192744893_657_Energy%20tips_September%202010_final_PR_09092010_IT.pdf. They were divided into groups and each group had to analyze their section from the text. I was asking questions to help them to understand the key words and global meaning of the resource.

In last part of the class (10 min) I gave them a small student’s worksheet to answer the question and control their knowledge: https://docs.google.com/document/d/1-SmKktRWl4K7PZLdPhw10UUiLXWdxQZH/edit?usp=sharing&ouid=109170172222911948615&rtpof=true&sd=true.

They were supposed to link the types of energies to the images, determine whether the sentences written were correct or false, and share ideas on how to reduce energy consumption.

Step by Step to Solution with STEM

A DROP OF WATER MAKES A DIFFERENCE

As part of the 2022 STEM Discovery Campaign, an eTwinning STEM project was planned using the “A Drop of Water Makes a Difference” learning scenario at the Scientix Resource Repository. The project was carried out under the name “Step by Step to Solution with STEM”. The project involved 13 teachers and 250 students from four different countries: Turkey, Italy, Portugal, and Poland.

Schools: Konya Ereğli Science And Art Center, Konya Ereğli Dumlupınar Scondary School, Konya Feriha Ferhat Koyuncuoglu Scondary School, Genova (GE), İtalyaICS Pra’ di Genova, Szkoła Podstawowa nr 1 im. Janusza Korczaka w Szprotawie Polonya, Alpaslan Ali Can Science And Art Center, Manisa Soma Science And Art Center, Agrupamento Escolas António Alves Amorim, Konya Akşehir Science And Art Center, Antalya Science And Art Center

Age students 10-11 years

Dates:1st of February 2021 – 25th of April 2021

Our Main Resource:A Drop of Water Makes a Difference

Our goals

Awareness among students about the problem of water scarcity and pollution in the world create.

  1. Developing 21st century skills such as global awareness, environmental literacy, creativity and innovation, critical thinking and problem solving, collaboration, knowledge and ICT literacy, citizenship and different thinking
  2. To encourage children in their active online participation
  3. To strengthen their active participation through the assumption of roles
  4. Developing your imagination
  5. To observe them, to try them, to draw conclusions, to invent, to make constructions, to make contact with art, to present their work.
  6. To manage to cooperate with the rest members of the group 

Timeline

Activities Time
Citizenship40 + 40
Natural Science40 + 40 + 40 + 40
Mathematics40 + 40
Art40
Music40 + 40
Designing and Prototypeing40 + 40
STEM Career Interviews: Architect40
Collaborative Studies40 + 40

Activities

First, our students and teachers introduced themselves to other partners. Afterwards, our students made logo and poster designs of our project. Afterwards, the students determined the logo and poster of our project with the survey. At the next stage, each team identified the “real-life problem” that it wanted to work on. We referred these issues to the survey. The students cast their votes. After all, “Water is very important for life. However, the earth’s water is gradually running low and polluting. Let’s find a solution to the water shortage.”

Citizenship (Brainstorming, discussion and preparation)

The students discussed the following questions with their teachers:

• How do you use water at home? At school?

• Give examples from your daily life: where do you
think you are wasting water?

• Do you think there is enough water for everyone? How can we stop waste?

• Do you think water will end?

Students were asked to discover some information about water using an inverted classroom. The students presented the information they discovered using the “Canva” tool. And they uploaded these presentations to the eTwinning common area. In addition, they watched other presentations that were there.

Natural Science (Watch, discuss and build)

After watching the relevant videos, students were asked to think about reducing water consumption and waste, reusing water, recycling it and using alternative sources (Videos are here: Part 1, Part 2). Students were then asked to think about the following questions and create a Mind Map.

  • Is water important for living beings? Why?
  • Do we consume a lot of water?
  • What can we do, in our daily lives, to reduce water consumption?
  • How can we ensure the sustainability of water?

Students used “popplet” for the Mind Map. In addition, schools collaborated on this event, and each team added a section to the map.

Then they designed an experiment that showed that water evaporates when heated and intensifies when cooled. They shared it with friends in the common area. In this experiment, they understood the “water cycle” in nature. They worked with the “Science” teacher at this event. The event continued both at school and at home.

Ebrarsu_ Buharlaşma ve yoğuşma – YouTube

They designed and built a water filtration device using materials commonly found in the next activity. They measured the effectiveness of the filtration device using pH measurement methods.

A selection of images from project practice

They then measured the ph value of water and different liquids. They used a “phet simulation” for this.

A selection of images from project practice

Then they played Kahoot about the Water Cycle. This event was very exciting and fun for them.

A selection of images from project practice

Mathematics (Water Statistics in your school)

In this course, students read and wrote statistics on water addiction. They searched for information on various websites like this (here). Then they checked their water footprints. Then they made a poster using the results. They commented on the “Water Footprint Results” on the poster.

A selection of images from project practice
A selection of images from project practice

Our students created and conducted a questionnaire to understand the truth about the use of water in our school community. The Survey is here. They then created a poster with graphic information about the collected data.

A selection of images from project practice
A selection of images from project practice

They watched videos of water recirculation on the ISS. Video 1, Video 2

The students then prepared puzzles on the “conscious use of water”. They used “learningapps.org” and “wordwall.net” for this event.

Art (Creative activity)

In this lesson, they learned how to create colors that differ from the main colors, and
They watched the videos (Video 1, Video 2). Phet practiced with the “Color Vision” simulation. They determined what color the person would see for various combinations of red, green and blue light. They defined the color of the light, which can pass through different colored filters.

Color after students watch videos they worked together to create a poster of the series. They described the “Water Cycle” on the poster. For this they used colored crayons and cardboard.

A selection of images from project practice

The students decided to work together for “World Water Day”. And they created a calendar. Every school team designed a month. In the design, they created “a picture and slogan on the water problem”. They worked collaboratively using the Canva tool. They finally created the 2022 Calendar. The calendar is here.

Music (Musical Water)

In this course, they collaborated with our school’s music teacher. We asked the students to find the water content needed for each glass to make a different sound.
Ingredients: Cups of the same size, water, food dye, spoon or stick

Then they filled the glasses with different levels of water. They added food dye to further distinguish them. In this way, they created a “Water Xysytophone”. When it was over, they took a metal rod and slowly hit the glasses. They finally created a melody. The music teacher accompanied them using the piano.

Designing and Prototyping

In the first lesson, all the students made designs that they thought would solve the water problem. For this, some students used paper and crayons. Some students chose to design with the “tinkercad” program. At the end of the first lesson, they presented their designs to their friends. Together they decided on the best solution.

In lesson 2, they all built a prototype of a building that harvested rain. They also wanted to add wind roses to their building. They installed an electrical circuit inside the building. At the end of the lesson, they discussed the good and the bad of the prototype. They decided on aspects that needed to be improved.

https://www.youtube.com/watch?v=61MTXAYXlQs


STEM Career Interviews: Architect

In the next lesson, they met with the architect. The meeting was held online. How did he become an architect? What do architects do? they asked questions like. Later, they contacted our project. How do you design to make sustainable buildings? What materials do you use? What do you pay attention to regarding the use of water? They tried to understand the profession with questions like.

In the next lessons,

the Students did studies to tell people the truth about “water scarcity and water pollution” and to raise awareness about them.

Groups of 13 teachers and their teams created an “e-book”. They named the book “Adriana and Carlos In Search of Clean Water.” Here’s the ebook.

Then they created a “Public Spotlight”

They made a video message. This event was held in collaboration with all teams. The video discussed “we are running low on water, we are getting dirty”, “the future is in danger”, “what should we do about it for a better future”. And he gave me messages. This study was done with “canva”. Each team edited its own page. Here’s the “Public Spotlight

Then the students designed a game for their peers using “Scratch”. The game moved with the slogan “Clean the Seas”. In this study, the teams worked collaboratively. Students were divided into mixed school teams. Each team was guided by a teacher. The IT teacher also supported the teams. The study took place online. Because each team had students from all four countries. The teams improved the next stage of the game. Finally, this game came about.

A selection of images from project practice

They planted trees at the last event. We wanted to collaborate with local governments for this event. That’s why we had help from the mayor of the city where we live. The mayor helped us with everything. He’s prepared the area where we’re going to plant trees. He dug holes. He brought the saplings ashore. They even took our students to the field by bus and also provided food and drink.

The event was attended by 90 students, 5 teachers, parents and municipal employees. Each student also planted at least 15 trees. In the end, 1,000 trees were planted that day.

https://youtu.be/fXhW5FnlcKs

Ultimately

Our students were very excited and curious during the project activities. They were given the opportunity to observe and experiment, draw conclusions, invent and take care of art. Critical thinking, creativity, problem solving and collaboration skills have improved. The students were actively involved in the project. On the other hand, intercultural interaction was provided as well as environmental literacy. And most importantly, awareness of water scarcity and pollution has increased.
In addition, the families followed the project with interest. They even said their monthly water bills were down. The students left to discuss another project.

Şerife TAKMAZ

Magnetic Spacecraft

Our Happy Kids With STEM project aims to increase our students’ interest in science, technology, mathematics and engineering. Apart from this, it is aimed to train students who can think creatively, solve problems and have 21st century skills by integrating STEM disciplines with each other. In our project, Anna discovered a new planet in space. that’s why she wants to send a reconnaissance vehicle to the planet. However, due to the fuel problem, this vehicle has to move without fuel. With a dream she saw, she solved this problem with a magnet. So she invented the magnetic car.

Our Goals

  With this project, we aim to equip our students with 21st century skills. In particular, it is aimed to gain problem-solving skills through project-based learning. Creative thinking is aimed with learning by design. It is aimed to make new designs by using the tools necessary for their imagination and daily life skills. In addition, it is to help the development of hand-eye coordination by making movements that require object control. It aimed to raise awareness about sustainable energy and zero waste. Thus, increasing sensitivity to the framework is among our goals.

Interdisciplinary Collaboration

Students learn about magnetic energy, repulsion and pull of forces in the field of science. While learning the layers of the atmosphere, he also learns about the clouds. In addition to the concept of time in mathematics, he also learns to measure length. Technology system researches are provided. In engineering, he designs and makes cars that work with magnets. It also develops their vocabulary.

Results

Students’ designs and learning throughout the process are evaluated. They also learn through interdisciplinary collaboration in terms of language development as well as science, mathematics, technology and engineering. With these, it is emphasized that magnetic energy is sustainable energy. It is emphasized that it leaves zero waste.

By Nurcan MANDAL

Scientix Ambassadors

Let’s get together with Gather.Town – utilising socially responsive technology in teaching

Numerous things have changed in several realms of life during the past few years. Working from home and teaching in a remote setting has become the new normal for many teachers, and although many have acclimated to their home workspaces and Zoom sessions, the situation was getting monotonous for all parties involved. It serves as a virtual reminder of the internet’s failure to support the in-person interactions that people need. Traditional video meetings and conferences are being converted by new technology into something that more closely mimics in-person discussions. Ella Rakovac Bekes, a math teacher from Croatia, found a fantastic web-conferencing application for enhancing student participation and involvement during online synchronous math lessons. An example and strategy for improving student engagement and creating a more engaging atmosphere via the usage of a free virtual world application while strengthening the social components of an online event during an interdisciplinary STEM lesson is described.

Putting it in context

In the light of COVID-19 pandemic, and ongoing war in Ukraine, national education ministries are adopting and will continue to develop ways to guarantee that students continue to receive education via other channels in the face of widespread school closures.  Educators were and will continue to be needed to construct and manage distant learning activities employing videoconferencing capabilities in addition to learning management systems. Popular video conferencing systems are extensively used to engage with colleagues, family, and friends, as well as for work and play, professional growth, and entertainment. Communication has greatly enhanced as a consequence of the current surge in videoconferencing. Numerous studies have been undertaken on the psychological implications of spending hours each day on these platforms. Just as “Googling” has become synonymous with any online search, the word “Zooming” has become widespread, functioning as a general verb to replace the term “videoconferencing.” While social distancing mechanisms have kept individuals physically apart, virtual meetings have grown in popularity. Every day, hundreds of millions of events occur. According to some findings, video conversations weary individuals for at least four major reasons, resulting in the experience known as “Zoom fatigue.” The objective of this post is not to disparage any videoconferencing platform — I admire and routinely use products like Zoom – but to highlight how existing implementations of videoconferencing technology are tiresome and to offer interface enhancements, many of which are simple.

Teaching in online environment

With the acceptance of the new normal situation and the way the pandemic has changed everything, we still sometimes teach online. The reasons are various, due to the lack of space because state exams or various competitions are held. Due to justified absences of subject teachers or due to frequent isolations of entire classes …The most commonly reported negative aspect of online teaching include a lack of social connection, a lack of self-motivation, frequent technical issues, a lack of resources, and non-adherence to planned lectures. Student satisfaction research is essential in both conventional and online education. Student satisfaction is a vital component in the process of determining success criteria in online education.

 Videoconference and synchronous learning environment

In synchronous remote education, videoconferencing may be a useful tool for teaching and communication. Furthermore, thanks to the multimodal capabilities of web-based videoconferencing technology, instructors and students may connect with one another through audio, visual, and spoken communication. This minimises the ambiguity inherent in text-only communication and promotes psychological involvement, which may result in collaborative work functioning at a level equivalent to face-to-face communication. As a result, using videoconferencing in distance education may assist in creating a learning environment that is more analogous to a traditional classroom.

From the viewpoint of social constructivism and sociocultural theory, videoconferencing technologies have the potential to enhance the online learning and teaching experience.

According to multiple research, online learning during the pandemic resulted with a lack of desire to study, a high level of stress, and a greater dropout rate. One explanation for this is because studying from home lowers social connection in the classroom. Social presence was associated to student pleasure in three constructs: social sharing, open-mindedness, and social identity.

Students’ participation in Zoom, on the other hand, was dismal, as we all know from personal experience. When students were summoned, they would occasionally switch off their webcams and not reply. The researchers concluded that the main factors contributing to a successful blended learning experience are effective communication between online students and the instructor, followed by communication between online students and classroom students, online student engagement, instructional activity redesign, and audio quality.

GATHER TOWN application

Gather Town is a web-conferencing application similar to others, but with the added benefit of visualising the virtual “room” the user and its colleagues are currently occupying, as well as the ability to move around and interact with other participants based on their physical locations in the room, just as it would be in real life.

Gather is fully spatial—you must be digitally “near” to someone in order to hear them, allowing for several discussions in one location and wonderful impromptu connections. This is similar to happy hours and conferences, when large groups of people break off to interact in smaller groups. It is a two-dimensional map platform in which users control an avatar that traverses across space.

When your avatar meets the avatar of another person, you are instantly invited to a voice or video discussion with that user. As one avatar approaches or leaves the “talking” distance of another, his camera rectangle becomes slightly translucent until the avatar walks away from the range, at which point the rectangle, and the option of chatting with the other, evaporates altogether.

Screenshot of Gather Town interface during the lesson

Gather’s fundamental goal is to build the finest Metaverse possible for mankind. Unaligned business models have a history of creating profit at the cost of the user’s well-being. A Metaverse that works on a free, open platform, akin to the Internet, benefits society the most.

Gather’s development team has included a few pre-configured games in their Object Picker. These games are set up to enable users to join private games hosted inside the Gather area, enabling them to play while video chatting with others. There is a commonly known game of Tetris from 1980’s. You may design your own environment, change an existing one, and even add interactive items like as white boards, video games, banners, and webpages.

A screenshot of fun element within the Gather Metaverse

Gather Town was picked because of its multiple advantages. It offers a free version to users, is self-contained, may be used in an educational context, integrates gamification components (it is, after all, a game), and, most crucially, nudges verbal dialogue.

The one downside at the time is that its full capability is only accessible on non-mobile devices such as laptops or desktop PCs.

Encouraging social skills with interdisciplinary STEM lesson

One of the criteria that contribute to student motivation is a sense of belonging and respect. Pupils who are normally introverted and are not the class’s loudest members will have a more difficult time acquiring social skills via video conferencing with other students. During online teaching, teachers utilise their approach and available opportunities to create and maintain a pleasant communication culture among students and with the instructor. However, facilitating and encouraging social skills in all students remains the most challenging component of online education.

Taking this into consideration and the fact that engagement and motivation in STEM subjects and lessons were a major issue prior to this “new normal,” it was vital to construct a lesson to address these issues.

The purpose of creating an interdisciplinary lesson was to practise vectors and associated mathematical concepts, get familiar with the region’s intangible cultural heritage, and learn about Croatian literacy. All of this, however, had to be accomplished in a distant educational context. While remote education as a discipline responds to the disruption caused by the COVID-19 outbreak and videoconferencing technology improve their usefulness, it is vital to recognise human agency during this transition. Humans act and make decisions in reaction to their experiences, reflections, self-determination, and motivation. According to social constructivism, learning comes as a result of interactions and experiences with others. Learning takes place within a complex social structure, and people’s learning and development are impacted by their involvement in cultural activities. Videoconferencing widens the boundaries of classrooms, blends the presence of virtual and real classrooms, and overcomes the physical limits of conventional classrooms. This increases students’ touch with their surroundings, classmates, and instructors, broadening their educational experience.

When I discovered Gather Town, I was certain that the social interaction would be powerful enough to attract kids in this specific session and keep their attention throughout. This had an extra benefit: kids developed an appreciation of what it was like to play video games in the 1980s.

Gamification, Self-determination Theory and Avatars

While gamification is not successful in and of itself, various game design components may elicit a range of different motivated reactions. Using a self-determination theory framework, the consequences of different combinations of game design characteristics were explored.

Self-determination Theory (SDT) is a motivational theory of personality, development, and social processes that investigates how social contexts and individual differences facilitate various types of motivation, particularly autonomous and controlled motivation, and thus predicts learning, performance, experience, and psychological health. According to SDT, all humans have three basic psychological requirements that must be addressed in order to operate and be happy: competence, autonomy, and relatedness. Satisfaction of these essential criteria promotes the development of optimal motivational traits, independent motivation, and intrinsic goals, all of which lead to psychological well-being and effective interaction with the environment.

Badges, leaderboards, and performance graphs all affected competence and autonomy in terms of job meaningfulness. According to this study, avatars, a compelling story, and teammates all had a positive influence on social relatedness.

The pupils are expected to discover different artefacts while roaming the castle as miniature avatars with names hovering over their avatar-heads. Each found object has a math problem and multiple-choice answers, as well as hints. To obtain the proper clue, students must solve a math problem and choose the correct answer. The who-what-where worksheet should include all of the answers and hints. After crossing off “Who,” “What,” and “Where,” just one clue remains in each column. The last Who, What, and Where is a true narrative of a Croatian writer who lived in a specific place, and it also serves as the final answer.

I reasoned that the distinctive gamified aspects of Gather-facilitated classes could only generate motivating effects if participants were aware of their presence. A meaningful tale, for example, that is presented to elicit emotions of social connectivity, cannot fail since players are unable to skip essential screens because they are interwoven into the narrative.

What happened with using this app?

Before the lesson utilising this software, students were polled briefly about their past experiences with and attitudes about video conferencing in online classrooms. The majority of them claimed that they are demotivated to engage in video calls, annoyed by the prospect of engaging in video calls, think that video calls are meaningless or offer no value, avoid video calls whenever possible, and even when they are “present.” A substantial proportion of them, 92 percent, said that they had had no contact or spoken conversation with any of the call participants.

The satisfaction, narrative, social interaction (communication style), and attitudes regarding the Gather Town classes were evaluated using a survey-based questionnaire with a sample of 56 students aged 15–17.

The held lesson, which included stimulating gaming aspects, had a positive impact on learners’ communication, engagement, and learning interests, as well as supporting them in establishing self-directed learning. These opinions directly reflect the success of Gather Town teachings. Gather lessons, according to the opinions, have distinct traits such as the degree of enjoyment, ease of access, ease of use, and level of communication. Only 2% of students stated that they had no oral contact with others.  As a consequence, teachers must take use of these advantages while conducting video conversations (conference calls).

CONCLUSION

Web-based videoconferencing system design and optimization should take a more human-centered approach. For example, the next generation of web-based videoconferencing systems should enable learners and educators alike to make choices and harness technology to improve the virtual learning experience rather than restrict it due to system capabilities constraints. Another related problem is how to bridge the gap between educators and students, students and students, and students and material. This is one of the most serious challenges that videoconferencing systems will face in the future. All of these challenges were effectively overcome with the prepared lesson that included gamification, intangible cultural heritage, and the web-conference software, Gather Town. According to the conducted lesson, establishing in-person contacts with avatar usage enhanced students’ social engagement as well as lesson satisfaction. Furthermore, it means that different types of social interactions impact learners’ behaviour when it comes to gamification. Gather promoted social relationships via the use of gamification and collaboration inside an online learning environment utilising a videoconference technology.