Developing 5G+VR Curriculum Resources to Promote Education Research

Na Li, Lan Chen
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Abstract

Financial literacy education is a crucial aspect of school moral education. With the support of 5G network technology and environment, integrating 5G+VR technology into financial literacy courses has become a new challenge. This study aims to enrich students’ learning experience, promote education reform, and bring a new perspective to financial literacy education research by creating financial literacy education scenes. In the context of financial literacy learning, games are a fast and effective learning tool. The subject of this research is to use the visual and interactive features of AR/VR to design a game-based teaching scene that is consistent with the teaching content, attractive, and stimulates students’ interest in learning to improve the learning effect. With the help of 5G+VR technology, students’ classroom experience has transformed from 2D to 3D, from the plane content presented in textbooks and blackboards to more three-dimensional content. For some abstract or invisible content, AR/VR can display visually, which helps to improve cognition and understanding. The specific development process includes three parts. First, determining the development content and designing the script based on the course content and teaching objectives. The second part is communicating with the design company to carry out specific scene development, creating VR scene buildings, objects, characters, etc., and optimizing the scene design. Finally, with the cooperation of communication equipment providers, content providers, and schools, installation and commissioning are completed.
开发5G+VR课程资源,推动教育研究
金融素养教育是学校道德教育的重要内容。在5G网络技术和环境的支持下,将5G+VR技术融入金融素养课程成为新的挑战。本研究旨在通过创造金融素养教育场景,丰富学生的学习经验,促进教育改革,为金融素养教育研究带来新的视角。在金融知识学习的背景下,游戏是一种快速有效的学习工具。本研究的课题是利用AR/VR的可视化和交互性特点,设计与教学内容相一致、具有吸引力、激发学生学习兴趣的基于游戏的教学场景,以提高学习效果。在5G+VR技术的帮助下,学生的课堂体验从2D转变为3D,从课本和黑板上呈现的平面内容转变为更立体的内容。对于一些抽象的或不可见的内容,AR/VR可以直观地展示出来,有助于提高认知和理解。具体的开发过程包括三个部分。首先,根据课程内容和教学目标确定开发内容,设计脚本。第二部分是与设计公司沟通进行具体场景开发,创建VR场景建筑、物体、人物等,优化场景设计。最后,在通信设备提供商、内容提供商和学校的合作下,完成安装调试。
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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