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A Study on the Behavioral Patterns Formed by Subjects with Different Cognitive Styles in Playing Augmented Reality Interaction Games

机译:不同认知风格在播放增强现实互动游戏中具有不同认知风格的行为模式的研究

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The study aims at designing an augmented reality interaction game to realize its usability, user interaction satisfaction, and the behavioral differences among users with different cognitive styles. The research tools used here are Study Preference Questionnaire (SPQ), Questionnaire for User Interaction Satisfaction (QUIS), System Usability Scale (SUS), and Sequence Analysis. The research subjects are 52 seventh graders of some junior high. Research has found that, both the 17 students categorized as with Holist Cognitive Style, and the 35 with Serialist Cognitive Style have high, positive usability and interaction satisfaction with our system. In terms of behavior, the serialist testees operate and familiarize themselves with the system first before another problem comes. In the state where written words are used as a means of communication, many learners answer correspondingly as they observe the way this system has given them feedback. The holist cognitive testees ask and operate simultaneously. Most testees, however, deliberately give wrong answers to observe how the system gives feedback.
机译:该研究旨在设计增强现实交互游戏,实现其可用性,用户互动满意度以及具有不同认知风格的用户之间的行为差​​异。这里使用的研究工具是研究偏好问卷(SPQ),用于用户交互满意度(QUI)的问卷,系统可用性尺度(SUS)和序列分析。研究受试者是一些初级的52分级学生。研究发现,17名学生均以全孔认知风格分类,与35人进行序列派认知风格具有高,积极的可用性和与我们的系统相互作用。在行为方面,序列派睾丸经营并首先在另一个问题之前先与系统熟悉。在使用书面文字作为通信手段的状态下,许多学习者相应地回答,因为他们观察到这个系统给出了反馈的方式。全孔认知睾丸同时问道。然而,大多数测试人员故意给出错误的答案,以观察系统如何提供反馈。

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