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An Immersive Virtual Reality Game Designed to Promote Learning Engagement and Flow

机译:沉浸式虚拟现实游戏旨在促进学习参与度和流程

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摘要

An immersive game-based Virtual Reality (iVR) module for secondary students to learn about locations in their watershed with a primary focus on their city was designed and developed. A design model and associated theory that focuses on elements that lead to engagement and learning with iVR gamebased experiences is described. A series of design principles that were used in the iVR environment are discussed. The iVR game was implemented in an urban school in the eastern USA with 54 economically disadvantaged adolescents ages 16-18 who typically are unengaged in traditional school-based learning environments. After game completion, the participants completed a 10-item survey measuring elements of flow and a 12-item survey designed to measure attitudes toward learning with VR games, immersion and presence. The findings revealed that all students experienced a flow state when they played the VR learning game. Almost all users (98.1%) had positive attitudes towards using the VR game. Student responses noted that they experienced high immersion and presence. In addition, students responded with favorable attitudes towards learning with iVR games in school environments.
机译:设计并开发了一个基于沉浸式游戏的虚拟现实(iVR)模块,供中学生学习其流域中的位置,并主要关注其所在的城市。描述了一种设计模型和相关理论,其重点在于导致参与和学习基于iVR游戏的体验的元素。讨论了在iVR环境中使用的一系列设计原则。 iVR游戏是在美国东部的一所城市学校中实施的,该学校有54个经济弱势的16-18岁青少年,他们通常不参与传统的基于学校的学习环境。游戏结束后,参与者完成了一项10项调查,评估了流量的要素,并完成了一项12项调查,旨在测量对VR游戏,沉浸感和临场感的学习态度。调查结果显示,所有学生在玩VR学习游戏时都经历了流动状态。几乎所有用户(98.1%)对使用VR游戏持积极态度。学生的反馈指出,他们沉浸于高度和沉浸感中。此外,学生对在学校环境中使用iVR游戏进行学习的态度也很积极。

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