Learner immersion engagement in the 3D virtual world: principles emerging from the DELVE project

N. Mount, C. Chambers, D. Weaver, G. Priestnall
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引用次数: 47

Abstract

Abstract This paper investigates the issues surrounding the use of 3D virtual worlds to enhance learner immersion through improved learner engagement. It is based on findings from the JISC-funded DEsign of Learning spaces in 3D Virtual Environments (DELVE) project at the University of Nottingham and the Open University. Given continued confusion about the term immersion, what it means for a learner to be immersed, and the relationship between immersion, presence and engagement, notions of immersion and engagement in 3D virtual environments are explored in the context of previous published studies ranging from virtual reality to psychology. The resultant improved understanding of the terminology is then used as the basis for coding results from a qualitative, inductive analysis of 20 students that undertook a substantive learning task in the virtual environment Second Life. Emergent themes from the analysis identify key factors that act to both enhance and restrict learner engagement in 3D virtual worlds and a set of principles for practitioners who wish to use 3D virtual environments to enhance learner engagement is presented.
学习者沉浸在3D虚拟世界的参与:从DELVE项目出现的原则
摘要:本文研究了使用3D虚拟世界通过提高学习者参与度来增强学习者沉浸感的问题。它是基于jiscc资助的3D虚拟环境学习空间设计(DELVE)项目的研究结果,该项目在诺丁汉大学和开放大学进行。考虑到对沉浸这个术语的持续困惑,它对学习者的沉浸意味着什么,沉浸、存在和参与之间的关系,沉浸和参与在3D虚拟环境中的概念在之前发表的研究背景下进行了探索,从虚拟现实到心理学。由此产生的对术语理解的提高,然后被用作对20名学生进行定性归纳分析的编码结果的基础,这些学生在虚拟环境“第二人生”中承担了实质性的学习任务。从分析中出现的主题确定了增强和限制学习者在3D虚拟世界中的参与的关键因素,并为希望使用3D虚拟环境来增强学习者参与的从业者提出了一套原则。
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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