Sortica: A VR Serious Game to Teach Scheduling Algorithms to Undergraduate Students

Authors

  • Frank A. Oldfield-Montilla Department of Information and Communications Engineering, University of Murcia, Murcia, ES https://orcid.org/0009-0000-0996-5157
  • Luke Beveridge School of Computing, Engineering and, Physical Sciences, Division of Computing, University of the West of Scotland, Paisley, UK
  • Manuel J. Gomez Department of Information and Communications Engineering, University of Murcia, Murcia, ES https://orcid.org/0000-0003-0571-2923
  • Marco Gilardi School of Computing, Engineering and, Physical Sciences, Division of Computing, University of the West of Scotland, Paisley, UK https://orcid.org/0000-0001-8220-7432

DOI:

https://doi.org/10.34190/ecgbl.20.1.5219

Keywords:

Virtual Reality, Immersive Serious Games, Education, Scheduling Algorithms, Embodied Learning

Abstract

Scheduling algorithms are an important part of the Computer Science curriculum as these algorithms control how resources are handled and shared within the operating system. Outside the realm of Computer Science, scheduling algorithms are a critical part of project management, enabling the translation of project plans into realistic and efficient operating time tables. Scheduling algorithms are often hard to understand by undergraduate students who struggle to visualise them and understand the practicalities of their implementation. Immersive Serious Games (iSG) have been shown to be an effective approach to visualise abstract concepts and immerse and engage students in practical tasks that require hands-on intervention. This paper presents the case study of “Sortica” a prototype iSG aimed at introducing students unfamiliar with scheduling algorithms to the foundational algorithms of the subject, such as last-in-first-out (LIFO) and first-in-first-out (FIFO). Within “Sortica” students took on the role of a robot worker tasked to rebuild town street buildings using the LIFO and FIFO algorithms. “Sortica” was developed following a human centred iterative approach and was tested through four data collection sessions for a total of 26 undergraduate participants from three modules in programmes that do not teach scheduling algorithms. A pre-test post-test method was used to test knowledge acquisition, the post-test also included questions regarding engagement, perceived learning and the NASA-TLX scale. Additionally, in-game analytics were collected to measure student performance within the iSG. Students were observed during the gameplay and interviewed to collect feedback regarding different aspects of the game. After data cleaning a preliminary data analysis shows that despite a high starting baseline (39% achieved perfect pre-test scores) participants felt that the iSG was highly engaging and helped solidify their understanding of the subject. Preliminary analysis of the NASA-TLX scale shows that the cognitive load was moderately high for the tasks, which could help explain why 4.35% of the valid responses showed a score decrease in the post-test. This work shows that the translation of abstract concepts of scheduling algorithms into mundane tasks makes “Sortica” an engaging tool for introduction and consolidation of basic scheduling algorithms knowledge and understanding. Furthermore, analysis of user friction reveals critical design considerations regarding diegetic interfaces, false affordances, and cognitive load in educational VR

Author Biographies

Frank A. Oldfield-Montilla, Department of Information and Communications Engineering, University of Murcia, Murcia, ES

Frank A. Oldfield-Montilla holds a BSc in Computer Science from the University of Murcia, Spain. He is a researcher at the Department of Information and Communications Engineering at the University of Murcia, and his research interests include educational technology, learning analytics, and quantum information.

Luke Beveridge, School of Computing, Engineering and, Physical Sciences, Division of Computing, University of the West of Scotland, Paisley, UK

Mr Luke Beveridge holds an MRes in AI from the University of the West of Scotland and is a PhD candidate in its Creative Computing Technologies Research Group. His research focuses on iGBL design, particularly LLM-supported interactive tools for iGBL design practitioners and their practical application within educational settings.

Manuel J. Gomez, Department of Information and Communications Engineering, University of Murcia, Murcia, ES

Manuel J. Gomez holds a Ph.D. in Computer Science from the University of Murcia, Spain. He obtained his B.Sc. in Applied Computing and an M.Sc. in Big Data. He is a member of the CyberDataLab, and his research interests include serious games, educational tecnhnology, and artificial intelligence

Marco Gilardi, School of Computing, Engineering and, Physical Sciences, Division of Computing, University of the West of Scotland, Paisley, UK

Dr Marco Gilardi, a UWS Computer Games Development Lecturer, researches XR applications for cultural heritage, education, and training, securing over £2M in funding. He won the 2022 Scottish Knowledge Exchange Heroes and TIGA Innovative Teaching awards, earning UK and Scottish parliamentary commendations for student mentoring and innovative teaching.

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Published

2026-09-28