A Comprehensive Rubric for Evaluating EduVR

Alex Fegely, Todd Cherner
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引用次数: 3

Abstract

Aim/Purpose: This article presents a comprehensive rubric for evaluating educational virtual reality experiences for mobile devices. The aim of this article is to systematically analyze research to address the quality of virtual reality experiences on mobile applications in order to extend the work of Lee and Cherner (2015) and their instructional application rubric. Background: Ratings in proprietary mobile application stores – The App Store and Google Play, etc. – are generic and do not provide meaningful evaluations of the virtual reality. This article utilizes research in the areas of virtual reality and education to present a comprehensive rubric for evaluating educational virtual reality for mobile applications, which continues to advance previously published, research-based rubrics. Methodology: The methodology uses a systematic process that spans multiple stages. The first stage was to locate pre-existing rubrics for virtual reality, followed by a review of literature focused on it. The third stage was to develop and vet a research-supported rubric for evaluating educational virtual reality. Contribution: The main contribution from this article is that it fills a gap in the literature by presenting a criterion-referenced, research-supported rubric for evaluating the quality of educational virtual reality for mobile devices (e.g., smartphones, tablets, and app-connected goggles). Findings: This paper’s findings include the domains, dimensions, and criterion-referenced Likert scale indicators in the form of rubric dimensions for evaluating educational virtual reality. The evaluative domains consist of (1) Positioning of the EduVR, (2) Avatar Level, (3) Virtual Environment, and (4) Virtual Experience. Recommendations for Practitioners: This rubric is a tool for instructional coaches, teacher educators, and instructional technologists to use when recommending virtual reality experiences for instructional purposes. Recommendation for Researchers: Researchers can use this tool to monitor the quality of educational virtual reality being developed for classroom use. They can also use this rubric to examine educational virtual reality experiences they would use in their studies and evaluate how those educational virtual reality experiences impact student learning, engagement, and collaboration. Impact on Society: We foresee this rubric being an aid in the development, selection, and purchase of educational virtual reality by educational institutions, educators, researchers, edtech developers, and edu-philanthropists, thus advancing the quality and expectations for educational virtual reality experiences. Future Research: Future researchers can further enhance the validity of this rubric by collecting large amounts of data from a diverse set of end users and stakeholders. Also, subsequent rubrics for evaluating augmented reality and extended reality comprise additional research avenues.
评估EduVR的综合标准
目的/目的:本文提出了一个评估移动设备教育虚拟现实体验的综合准则。本文的目的是系统地分析研究,以解决移动应用程序上虚拟现实体验的质量,以扩展Lee和Cherner(2015)的工作及其教学应用标题。背景:专有移动应用商店(App Store和Google Play等)的评级是通用的,不能提供对虚拟现实的有意义的评估。本文利用虚拟现实和教育领域的研究,为评估移动应用程序的教育虚拟现实提供了一个全面的标准,该标准继续推进先前发表的基于研究的标准。方法论:方法论使用一个跨越多个阶段的系统过程。第一阶段是为虚拟现实找到已有的规则,然后是对相关文献的回顾。第三阶段是开发和审查一个研究支持的评估教育虚拟现实的标准。贡献:本文的主要贡献是填补了文献中的空白,提出了一个标准参考,研究支持的标准,用于评估移动设备(例如,智能手机,平板电脑和应用程序连接的护目镜)的教育虚拟现实的质量。研究结果:本文的研究结果包括领域、维度和标准参考的李克特量表指标,以标题维度的形式用于评估教育虚拟现实。评估领域包括(1)EduVR的定位,(2)虚拟角色等级,(3)虚拟环境和(4)虚拟体验。对实践者的建议:本指南是教学教练、教师教育者和教学技术专家在为教学目的推荐虚拟现实体验时使用的工具。给研究人员的建议:研究人员可以使用这个工具来监控正在为课堂使用开发的教育虚拟现实的质量。他们还可以使用这个标题来检查他们将在学习中使用的教育虚拟现实体验,并评估这些教育虚拟现实体验如何影响学生的学习、参与和协作。对社会的影响:我们预计这一标题将有助于教育机构、教育工作者、研究人员、教育技术开发人员和教育慈善家开发、选择和购买教育虚拟现实,从而提高教育虚拟现实体验的质量和期望。未来的研究:未来的研究人员可以通过从不同的最终用户和利益相关者那里收集大量的数据来进一步增强这个标题的有效性。此外,评估增强现实和扩展现实的后续规则包括额外的研究途径。
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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