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Implementing Learning Models in Virtual Worlds: From Theory to (Virtual) Reality

机译:在虚拟世界中实施学习模型:从理论到(虚拟)现实

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The main advantage of Desktop Virtual Reality is that it enables learners to interact with each other both in the physical classroom and in a 3D environment. Even though, no explicit theories or models have been developed to contextualise Virtual Learning, instructional designers have successfully employed the traditional approaches with positive results on learners' motivation and engagement. However, there is very little we know when the question comes to the importance of examining and taxonomising the impact of interactions on motivation and engagement as a synergy of learners' concurrent presence. To evaluate the potential of interactions holistically and not just unilaterally, a series of experiments were conducted in the context of our Hybrid Virtual Learning classes underpinned from the instructional designer's decisions to increase the incentives for interactions. Learners' thoughts and preconceptions about the use of virtual worlds as an educational tool were surveyed, whilst, their actions and interactions (in both environments) were observed during their practical sessions. The take away is that the higher the levels of interactivity are, the higher the chances to attract students' attention and engagement with the process will be.
机译:桌面虚拟现实的主要优点是它使学习者能够在物理教室和3D环境中互相互动。尽管如此,没有开发出明确的理论或模型,以方便虚拟学习,教学设计师已成功地将传统方式与积极的成果进行积极的成果,以学习者的动机和参与。然而,我们很少知道何时问题何时表现出审查和分类互动对动机和参与的影响的重要性,作为学习者的同时存在的协同作用。为了评估全面互动的互动,而不仅仅是单方面,在我们的混合虚拟学习课程的背景下进行了一系列实验,从教学设计师的决定中提高了互动的激励措施。学习者的想法和关于使用虚拟世界作为教育工具的使用的先注,虽然在实际会议期间观察到他们的行动和互动(在这两个环境中)。带走的是,相互作用水平越高,吸引学生注意力的机会越高,而且与该过程的接触将是。

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