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Measuring Students' Motivation towards Virtual Reality Game-Like Learning Environments

机译:评估学生对类似于虚拟现实游戏的学习环境的动机

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Learningconcepts of science is very challenging, especially when the concepts used are abstract. Teachers have recourse to many different types of teaching methods which are however limited when it comes to explaining students about three dimensionalities (3-D) concepts. There are various technologies like AR, VR, and MR that have come into play and are already been used in the field of education. Virtual Reality (VR) technologies are rapidly becoming more popular in the field of education. VR based Learning Environments (VRLEs) create a real-world environment with the help of 3-D models that brings immersion, interaction and triggers the imagination power of the student. This paper shows that VR technology has a positive impact on students' motivation. The development and deployment of a game “Magnex” has been done to explain the concepts of magnetism and its current effects. The Instructional Materials Motivation Survey (IMMS) which is based upon the ARCS model as deployed for collecting information; it consists of four factors: satisfaction, attention, confidence and relevance. When the effect of VR application was analyzed, confidence and attention factors were best rated among all.
机译:学习科学概念非常具有挑战性,尤其是当所使用的概念是抽象概念时。老师可以采用许多不同类型的教学方法,但是在向学生解释三维(3-D)概念时,方法是有限的。诸如AR,VR和MR之类的各种技术已经开始发挥作用,并且已经在教育领域中得到使用。虚拟现实(VR)技术在教育领域正迅速变得越来越流行。基于VR的学习环境(VRLE)在3-D模型的帮助下创建了一个真实的环境,该模型带来了沉浸感,互动性并激发了学生的想象力。本文表明,虚拟现实技术对学生的动机有积极的影响。已经开发并部署了游戏“ Magnex”来解释磁性的概念及其当前的影响。基于ARCS模型的教学材料动机调查(IMMS),用于收集信息;它由四个因素组成:满意度,注意力,信心和相关性。在分析VR应用的效果时,在所有方面中,对信心和注意力因素的评价最高。

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