Research Article
A Fuzzy Set-Based Model for Educational Serious Games with 360-Degree Videos
Table 12
Exploration times for pedagogical elements.
| Exploration (%) | Percentage of players (%) | Challenge | Question | Reflection | Model result |
| 0-60% | 23.1 | 28.8 | 32.7 | 32.7 | 61%-90% | 13.5 | 40.4 | 28.8 | 36.5 | above 90% | 63.5 | 30.8 | 38.5 | 30.8 |
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