Applying virtual stories to enhance University students learn-to-learn competence for practicum preparation: an empirical exploratory study

J. Li
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Abstract

Though considerable literature conducted in the context of Western societies has concluded that the use of virtual reality (VR) technology can facilitate students’ learning, the applicability of this technology to advancing students’ practicum learning in the Chinese context remains uncertain. This presentation describes the design and implementation of a learning project based on the pedagogical foundation of learning-to-learn and the application of VR technology. The extent to which the project intervention can enhance students learn-to-learn competence (i.e. creativity, professional identity and teamwork skills) was assessed through a longitudinal survey study. ANOVA analysis was conducted based on the data collected at three time points (pre-intervention, post intervention and follow-up stages) on a group of 107 University students. Results indicate significant positive changes among student participants in their self-perceived creativity, teamwork skills and the accomplishment of course intended learning outcome. Issues and implications for University education in the digital and the COVID-19 pandemic era are discussed.
运用虚拟故事提升大学生实习学习能力的实证探索研究
尽管在西方社会背景下进行的大量文献已经得出结论,使用虚拟现实(VR)技术可以促进学生的学习,但该技术在中国背景下对促进学生实习学习的适用性仍然不确定。本报告描述了一个基于“学会学习”的教学基础和VR技术应用的学习项目的设计和实现。通过纵向调查研究,评估项目干预对学生学习能力(即创造力、职业认同和团队合作能力)的提升程度。对107名大学生在干预前、干预后和随访三个时间点的数据进行方差分析。结果显示,学生的自我认知创造力、团队合作能力和课程预期学习成果的完成情况发生了显著的正向变化。讨论了数字化和COVID-19大流行时代对大学教育的问题和影响。
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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