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Immersion positively affects learning in virtual reality games compared to equally interactive 2d games

机译:与同样交互式的2D游戏相比,沉浸地影响虚拟现实游戏中的学习

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摘要

Purpose - This study isolates the effect of immersion on players' learning in a virtual reality (VR)-based game about cellular biology by comparing two versions of the game with the same level of interactivityand different levels of immersion. The authors identify immersion and additional interactivity as two key affordances of VR as a learning tool. A number of research studies compare VR with two-dimensional or minimally interactive media; this study focuses on the effect of immersion as a result of the head mounted display (HMD). Design/methodology/approach - In the game, players diagnose a cell by exploring a virtual cell and search for clues that indicate one of five possible types of cystic fibrosis. Fifty-one adults completed all aspects of the study. Players took pre and post assessments and drew pictures of cells and translation before and after the game. Players were randomly assigned to play the game with the HMD (stereoscopic view) or without the headset (non-stereoscopic view). Players were interviewed about their drawings and experiences at the end of the session. Findings - Players in both groups improved in their knowledge of the cell environment and the process of translation. Players who experienced the immersive stereoscopic view had a more positive learning effect in the content assessment, and stronger improvement in their mental models of the process of translation between pre- and post-drawings compared to players who played the two-dimensional game. Originality/value - This study suggests that immersion alone has a positive effect on conceptual understanding, especially in helping learners understand spatial environments and processes. These findings set the stage for a new wave of research on learning in immersive environments; research that moves beyond determining whether immersive media correlate with more learning, toward a focus on the types of learning outcomes that are best supported by immersive media.
机译:目的 - 本研究通过比较两个版本的游戏与不同水平的浸没水平的游戏进行比较,隔离沉浸在虚拟现实(VR)中的参与者学习的效果。作者将浸入和额外的交互识别为VR作为学习工具的两个关键可用性。许多研究研究比较VR与二维或最低互动媒体;本研究重点介绍了由于头部​​安装显示器(HMD)的浸渍效果。设计/方法/方法 - 在游戏中,玩家通过探索虚拟小区来诊断细胞,并搜索表明五种可能类型的囊性纤维化之一的线索。五十一位成年人完成了该研究的各个方面。玩家在比赛之前和之后拍摄了预先和后期评估,并绘制了细胞和翻译的照片。随机分配玩家以使用HMD(立体视图)或没有耳机(非立体视图)来玩游戏。玩家在会议结束时接受了关于他们的图纸和经验。调查结果 - 两组的玩家都改善了他们对细胞环境的知识和翻译过程。经历了沉浸式立体视图的球员在内容评估中具有更积极的学习效果,与绘制的翻译过程的精神模型的更强改善与播放二维游戏的玩家相比。原创性/值 - 本研究表明,单独浸入对概念理解具有积极影响,特别是在帮助学习者理解空间环境和流程方面。这些调查结果为沉浸式环境中的学习研究设定了新的研究阶段;超越确定沉浸式介质是否与更多学习相关的研究,朝着沉浸式媒体最适合支持的学习成果类型的关注。

著录项

  • 来源
    《New library world》 |2021年第8期|442-463|共22页
  • 作者单位

    Department of Comparative Media Studies and Writing Massachusetts Institute of Techno fogy Cambridge Massachusetts USA;

    Department of Comparative Media Studies and Writing Massachusetts Institute of Techno fogy Cambridge Massachusetts USA;

    Department of Education University of Rhode Island Kingston Rhode Island USA;

    Department of Comparative Media Studies and Writing Massachusetts Institute of Technofogy Cambridge Massachusetts USA;

    Department of Comparative Media Studies and Writing Massachusetts Institute of Technofogy Cambridge Massachusetts USA;

    Department of Comparative Media Studies and Writing Massachusetts Institute of Technofogy Cambridge Massachusetts USA;

    Department of Comparative Media Studies and Writing Massachusetts Institute of Technofogy Cambridge Massachusetts USA;

    Department of Comparative Media Studies and Writing Massachusetts Institute of Technofogy Cambridge Massachusetts USA;

    Department of Comparative Media Studies and Writing Massachusetts Institute of Technofogy Cambridge Massachusetts USA;

    Department of Comparative Media Studies and Writing Massachusetts Institute of Technofogy Cambridge Massachusetts USA;

    Department of Comparative Media Studies and Writing Massachusetts Institute of Technofogy Cambridge Massachusetts USA;

  • 收录信息
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

    Virtual reality; Stereoscopic; Immersion; Interactivity; Cellular biology; Game based learning; STEM education; Mixed reality;

    机译:虚拟现实;立体;浸没;互动;细胞生物学;基于游戏的学习;茎教育;混合现实;

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