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Pupils’ Opinions on an Educational Virtual Reality Game in Terms of Flow Experience

机译:在流动体验方面,学生对教育虚拟现实游戏的看法

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摘要

The purpose of the study is; to evaluate a game developed by using virtual reality technology in the teaching of fractions which is one of the most difficult topics in the fourth-grade mathematics curriculum, according to the opinions of pupils. An educational virtual reality game (Keşfet Kurtul) was developed for the study. Dur-ing the development of the game, the ideas of experts were utilized and flow theo-ry was taken into account. The educational virtual reality game was developed in the light of the flow theory. The research was carried out in a school in Samsun with 4th grade pupils. The game was evaluated by the pupils in terms of overall evaluation, challenge-skills balance, concentration on the task, clear goals, sense of control, action-awareness merging, loss of self-consciousness, transformation of time, unambiguous feedback and autotelic experience. As a result, the educa-tional virtual reality game Keşfet Kurtul is a digital learning environment that pu-pils enjoyed a lot. It has been determined that all tasks except the "radio" task, and in general the game itself, provide flow experience. It is proposed to redesign just one task of the game in terms of challenge-skills balance and clear goals. It's sug-gested that in experimental studies, different variables can be examined.
机译:这项研究的目的是;根据瞳孔的观点,评估利用虚拟现实技术开发的游戏,这些技术在第四年级数学课程中最困难的主题之一。为该研究开发了一个教育虚拟现实游戏(KUEşfetKurtul)。对游戏的发展进行了发展,利用了专家的想法,并考虑了流量的流动。鉴于流动理论,开发了教育虚拟现实游戏。该研究是在萨姆松的一所学校进行的,其中4年级学生。游戏是由学生在整体评估,挑战技能平衡方面评估的,专注于任务,明确目标,控制意识,行动意识合并,自我意识的丧失,时间转变,时间,明确的反馈和自动兴奋的经验。因此,教育虚拟现实游戏kuşfetkurtul是一个数字学习环境,Pu-pils享受很多。已经确定,除“收音机”任务之外的所有任务,以及一般游戏本身,提供流动体验。建议在挑战技能平衡和明确目标方面重新设计游戏的一项任务。它在实验研究中,它可以逐渐掌握,可以检查不同的变量。

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  • 作者

    Emrah Akman; Recep Çakır;

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  • 年度 2019
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  • 原文格式 PDF
  • 正文语种 eng
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