Learners' Technological Acceptance of VR Content Development: A Sequential 3-Part Use Case Study of Diverse Post-Secondary Students

V. Nguyen, R. Hite, Tommy Dang
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引用次数: 24

Abstract

Web-based virtual reality (VR) development tools are in ubiquitous use by software developers, and now, university (undergraduate) students, to move beyond using, to creating new and energizing VR content. Web-based VR (WebVR), among other libraries and frameworks, have risen as a low-cost platform for users to create rich and intuitive VR content and applications. However, the success of WebVR as an instructional tool relies on post-secondary students technological acceptance (TA), the intersectionality of a user’s perceived utility (PU) and perceived ease of use (PEOU, or convenience) with said technological tool. Yet, there is a dearth of exploratory studies of students’ experiences with the AR/VR development technologies to infer their TA. To ascertain the viability of WebVR tools for software engineering undergraduates in the classroom, this paper presents a 3-case contextual investigation of 38 undergraduate students tasked with creating VR content. In each use case, students were provided increasing freedom in their VR content development parameters. Results indicated that students demonstrated elements of technological acceptance in their selection of webVR and other platforms, and not only successfully creating rich and robust VR content (PU), but also executing these projects in a short period (PEOU). Other positive externalities observed were students exhibitions of soft skills (e.g. creativity, critical thinking) and different modes of demonstrating coding knowledge, which suggest further study. Discussed are the lessons learned from the WebVR and VR/AR interventions and recommendations for WebVR instruction. This work may be helpful for both learners and teachers using VR/AR in selecting, designing, and developing coursework materials, tools, and libraries.
学习者对VR内容开发的技术接受度:不同大专学生的连续三部分用例研究
基于web的虚拟现实(VR)开发工具被软件开发人员普遍使用,现在,大学(本科生)学生超越使用,创造新的和充满活力的VR内容。在其他库和框架中,基于web的VR (WebVR)已经成为用户创建丰富直观的VR内容和应用程序的低成本平台。然而,WebVR作为一种教学工具的成功依赖于大专学生的技术接受度(TA),用户对所述技术工具的感知效用(PU)和感知易用性(PEOU,或便利性)的交集。然而,缺乏对学生使用AR/VR开发技术的体验的探索性研究来推断他们的TA。为了确定WebVR工具在软件工程本科生课堂上的可行性,本文对38名负责创建VR内容的本科生进行了3个案例的情境调查。在每个用例中,学生在他们的VR内容开发参数中获得了越来越多的自由。结果表明,学生在选择webVR和其他平台时表现出了技术接受的要素,不仅成功地创造了丰富而稳健的VR内容(PU),而且在短时间内执行了这些项目(PEOU)。其他观察到的积极外部性是学生展示软技能(如创造力、批判性思维)和展示编码知识的不同模式,这值得进一步研究。讨论了WebVR和VR/AR干预的经验教训以及对WebVR教学的建议。这项工作可能有助于学习者和教师使用VR/AR选择、设计和开发课程材料、工具和图书馆。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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