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The Impact of Virtual Reality-based Learning Environment Design Features on Students' Academic Achievements

机译:基于虚拟现实的学习环境设计特征对学生学习成绩的影响

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摘要

Virtual reality-based instruction such as virtual worlds, games, and simulations are becoming very popular in K-12 and higher education. Three manuscripts that report the results of investigations of these increasingly prevalent instructional media were developed for this dissertation. The purpose of the first study, a meta-analysis, was to analyze the instructional effectiveness of virtual reality-based instruction when compared to the traditional methods of instruction. In addition, this study also explored selected instructional design features of the virtual learning environment that moderated the relationship between instructional method and the academic achievements. Analyses of 63 experimental or quasi-experimental studies that studied learning outcomes of virtual reality-based instruction in K-12 or higher education settings yielded a mean effect size of g = 0.47 (SE = 0.02) suggesting that virtual reality-based instruction is an effective medium of delivering instruction. Further analyses examined factors that influence its effectiveness.The purpose of the second study was to examine a model of the impact of a 3-D desktop virtual reality environment on the learner characteristics (i.e. perceptual and psychological variables) that can enhance chemistry-related learning achievements in an introductory college chemistry class. A theoretical model of the relationships of features of 3-D virtual reality environments and students' experiences in the environments to outcomes on a chemistry learning test and measures of spatial ability and self-efficacy was tested using structural equation modeling. Usability strongly mediated the relationship between 3-D virtual reality features, spatial orientation, self-efficacy, and presence. Spatial orientation and self-efficacy had a statistically significant, positive impact on the chemistry learning test.The purpose of the third study was to investigate the potential of Second Life (SL), a 3-D virtual world, to enhance undergraduate students? learning of a foundational chemistry concept, spatial ability, and self-efficacy. A quasi-experimental pretest-posttest control group design was used. A total of 387 participants completed three assignment activities either in Second Life or using 2-D images. The difference between the scores of 3-D virtual environment-based group and the 2-D images-based group was not statistically significant for any of the measures.
机译:基于虚拟现实的教学,如虚拟世界,游戏和模拟,在K-12和高等教育中正变得非常流行。本论文开发了三篇报告这些日益流行的教学媒体调查结果的手稿。第一项研究的目的是进行荟萃分析,目的是与传统的教学方法相比,分析基于虚拟现实的教学的教学效果。此外,本研究还探索了虚拟学习环境的选定教学设计特征,以缓和教学方法与学业成绩之间的关系。对63个研究或准实验研究进行了研究,这些研究研究了在K-12或高等教育环境中基于虚拟现实的教学的学习结果,平均效果大小为g = 0.47(SE = 0.02),表明基于虚拟现实的教学是一种传递指令的有效媒介。进一步的分析检查了影响其有效性的因素。第二项研究的目的是研究3D桌面虚拟现实环境对学习者特征(即感知和心理变量)的影响的模型,该模型可以增强与化学相关的学习在大学化学入门课程中取得的成就。使用结构方程模型,测试了3D虚拟现实环境的特征和环境中的学生体验与化学学习测验的结果以及空间能力和自我效能测量之间关系的理论模型。可用性强烈地介导了3D虚拟现实特征,空间方向,自我效能和存在之间的关系。空间取向和自我效能对化学学习测试具有统计学意义的积极影响。第三项研究的目的是调查3D虚拟世界Second Life(SL)的潜力,以提高本科生的水平吗?学习基础化学概念,空间能力和自我效能。使用准实验的前测-后测对照组设计。共有387名参与者在“第二人生”或使用2-D图像完成了三项作业。基于3D虚拟环境的组与基于2D图像的组的分数之间的差异在任何一项措施中均无统计学意义。

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    Merchant Zahira;

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