An Empirical Study Using the Cognitive Learning RM2A Model for a STEM Project Based on Gesture-based Technology

Zixun Hua, Daoming Fu
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Abstract

Virtual reality links the real world with a virtual environment via human movements interacting with machines. Gesture-based technology (GBT), an interactive virtual reality method, can enable teachers and students to use computers or virtual environments to interact with educational resources. Based on GBT and STEM education literature reviews, this research designed an RM2A cognitive learning model for a GBT-based STEM project. The RM2A model included four cognitive learning pathways— rote learning to assimilation, rote learning to accommodation, meaningful learning to assimilation, and meaningful learning to accommodation. To evaluate the effectiveness of the RM2A model, this research employed an empirical study based on a STEM project with "O" state university student participants in the US. The results from the data analysis indicate that the GBT-based RM2A model led students’ development of self-learning, collaborative learning, problem-solving, and creativity development. This research will be helpful for those who study either virtual reality or the educational implementation of GBT by better explaining the link between virtual reality resources and students’ learning.
基于手势技术的STEM项目认知学习RM2A模型的实证研究
虚拟现实通过人的动作与机器的互动,将现实世界与虚拟环境联系起来。基于手势的技术(GBT)是一种交互式虚拟现实方法,可以使教师和学生使用计算机或虚拟环境与教育资源进行交互。本研究在回顾GBT和STEM教育文献的基础上,为基于GBT的STEM项目设计了RM2A认知学习模型。RM2A模型包括四种认知学习途径——死记硬背的学习到同化、死记硬背的学习到适应、有意义的学习到同化和有意义的学习到适应。为了评估RM2A模型的有效性,本研究采用了基于STEM项目的实证研究,参与者为美国“O”州立大学学生。数据分析结果表明,基于gbp的RM2A模型对学生自主学习、协作学习、问题解决和创造力发展有显著的促进作用。本研究可以更好地解释虚拟现实资源与学生学习之间的联系,对研究虚拟现实或GBT教育实施的学者有所帮助。
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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