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The virtual playground: an educational virtual reality environment for evaluating interactivity and conceptual learning

机译:虚拟游乐场:用于评估交互性和概念性学习的教育虚拟现实环境

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摘要

The research presented in this paper aims at investigating user interaction in immersive virtual learning environments (VLEs), focusing on the role and the effect of interactivity on conceptual learning. The goal has been to examine if the learning of young users improves through interacting in (i.e. exploring, reacting to, and acting upon) an immersive virtual environment (VE) compared to non interactive or non-immersive environments. Empirical work was carried out with more than 55 primary school students between the ages of 8 and 12, in different between-group experiments: an exploratory study, a pilot study, and a large-scale experiment. The latter was conducted in a virtual environment designed to simulate a playground. In this ‘Virtual Playground’, each participant was asked to complete a set of tasks designed to address arithmetical ‘fractions’ problems. Three different conditions, two experimental virtual reality (VR) conditions and a non-VR condition, that varied the levels of activity and interactivity, were designed to evaluate how children accomplish the various tasks. Pre-tests, post-tests, interviews, video, audio, and log files were collected for each participant, and analyzed both quantitatively and qualitatively. This paper presents a selection of case studies extracted from the qualitative analysis, which illustrate the variety of approaches taken by children in the VEs in response to visual cues and system feedback. Results suggest that the fully interactive VE aided children in problem solving but did not provide as strong evidence of conceptual change as expected; rather, it was the passive VR environment, where activity was guided by a virtual robot, that seemed to support student reflection and recall, leading to indications of conceptual change.
机译:本文提出的研究旨在调查沉浸式虚拟学习环境(VLE)中的用户交互,着重研究交互对概念学习的作用和效果。目的是研究与非交互式或非沉浸式环境相比,通过在沉浸式虚拟环境(VE)中进行交互(即探索,做出反应和采取行动),是否可以改善年轻用户的学习。对超过55名8至12岁的小学生进行了实证研究,他们进行了不同的小组间实验:探索性研究,中试研究和大规模实验。后者是在旨在模拟运动场的虚拟环境中进行的。在这个“虚拟游乐场”中,要求每个参与者完成一组旨在解决算术“分数”问题的任务。设计了三种不同的条件,分别是两个实验性虚拟现实(VR)条件和一个非VR条件,它们会改变活动和交互的水平,以评估儿童如何完成各种任务。为每个参与者收集了测试前,测试后,访谈,视频,音频和日志文件,并进行了定量和定性分析。本文介绍了从定性分析中提取的一些案例研究,这些案例研究说明了儿童在视觉体验和系统反馈中所采取的各种方法。结果表明,完全互动的VE可以帮助孩子解决问题,但并未提供预期的观念改变的有力证据。相反,它是被动的VR环境,其中的活动是由虚拟机器人引导的,似乎支持学生的反思和回忆,从而导致概念改变的迹象。

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