User Experiences and Lessons Learned from Developing and Implementing an Immersive Game for the Science Classroom

We describe our experiences of the 2020Classroom, an on-going project to develop a three-dimensional immersive learning environment through a game called Metalloman to teach bioscience concepts to engineering undergraduate students. Specifically, this paper focuses on work towards the development of a methodology through the refinement of techniques from HCI, activity theory and digital game design to inform design and evaluation for enjoyable, engaging and motivating, as well as usable immersive learning environments. Using these methods, studies to evaluate usability and user experience to inform redesign are described and preliminary studies to assess learning outcomes are outlined.