首页> 外文会议>American Society for Engineering Education Annual Conference and Exposition >Work in Progress: Exploring the Method to Design an Equal Engineering Class Environment for Students' Collaborative Learning under Head-mounted Display Virtual Reality (HMD VR) Condition
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Work in Progress: Exploring the Method to Design an Equal Engineering Class Environment for Students' Collaborative Learning under Head-mounted Display Virtual Reality (HMD VR) Condition

机译:正在进行中的工作:探索为学生在头部安装虚拟现实(HMD VR)条件下为学生协作学习设计平等工程类环境的方法

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HMD VR has gained increased attention in last two years. Especially in the engineering education field, it enables users to be fully immersed in a 3D simulated engineering workplace overcoming the time and place limitation. This characteristic is welcomed by engineering faculties, who have used various HMD VR applications to facilitate their class instruction. However, inequitable phenomenon may exist when students participate in learning activities under HMD VR environment. A typical case is reported by Kolomaznik, Sullivan, and Vyvyan. In a first-year science communication class, students were self-organized into small groups of four to six people to play a maze game. The role settings in the game were that one student in a group played the game with HMD headset while others directed the player with a map outside the VR environment. The post-test survey results show that one in five students frequently observed dominating behaviors from their team members in this activity. Intuitively, this activity design is problematical. Since only one HMD headset was available in a group, it would be hard to avoid unequally accessing this learning resource among students. However, we are not sure whether this intuition is right; if it is right, to which extend this design will cause inequity; whether this inequity will affect students' performance and learning outcomes; what are the design principles when we prepare similar activities with equity and maximizing the potential of HMD VR in engineering education.
机译:HMD VR已经获得了越来越多的关注在过去的两年。特别是在工程教育领域,它使用户能够完全沉浸在3D仿真的工程工作克服了时间和地点的限制。这种特性是由工程学院,谁使用各种HMD VR应用程序,以方便他们的课堂教学的欢迎。然而,当学生参加HMD VR环境下的学习活动不公平的现象存在。一个典型的例子是由Kolomaznik,沙利文和Vyvyan报道。在第一年的科学传播类,学生们自发组织成四到六人小团体玩迷宫游戏。在游戏中的角色设置为一个组中的一个学生扮演的游戏耳机HMD,而其他导演与VR环境之外的地图玩家。该检测后的调查结果显示,五分之一的学生经常在此活动观察支配的行为从他们的团队成员。直观地说,本次活动的设计是有问题的。由于只有一个HMD耳机一组是可用的,这将是难以避免的不平等访问学生学习这一资源。但是,我们不能肯定这种直觉是正确的;如果它是正确的,到延长这种设计会造成不公平;这是否不公平会影响学生的表现和学习成果;当我们与公平和最大化HMD VR的工程教育的潜在准备类似的活动是什么设计原则。

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