Learning With Media

Sarah Lewis, Robb Lindgren, Shuai Wang, R. Pea
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引用次数: 1

Abstract

Abstract. Digital media, such as interactive video, games, and immersive worlds, offer rich visual perspectives, often allowing one to experience events through another’s eyes. While prior research indicates that considering alternative perspectives facilitates understanding, little is known about how media-enhanced perspectives affect learning processes for higher-order concepts that require synthesis of ideas and making inferences such as reasoning about problems in science. Two experiments used digital video of a science instructional event to investigate features of visual perspective on engagement and knowledge construction. Study 1 showed that an embodied first-person viewpoint achieved using a head-mounted camera better supported learning than a traditional third-person view of the same event. In Study 2, applying a motion algorithm to both a first-person and third-person video allowed us to isolate the effects of viewpoint and camera motion. While the addition of artificial motion benefited learning for third-person viewers, only motion that is aligned with the actor’s actions and affect enhances first-person viewing. Findings are considered in terms of how certain media position learners in relation to educational content. Specifically, we argue that media features such as viewpoint and motion can be configured in ways to create “fields of potential action” that engage viewers and optimize conditions for learning.
借助媒体学习
摘要数字媒体,如互动视频、游戏和沉浸式世界,提供了丰富的视觉视角,通常允许一个人通过另一个人的眼睛来体验事件。虽然先前的研究表明,考虑不同的观点有助于理解,但对于媒体增强的观点如何影响需要综合思想和推理的高阶概念的学习过程,如对科学问题的推理,我们知之甚少。两个实验利用一个科学教学事件的数字视频,探讨了视觉视角在参与和知识建构中的特征。研究1表明,使用头戴式摄像机实现的具身第一人称视角比传统的第三人称视角更能支持学习。在研究2中,将运动算法应用于第一人称和第三人称视频,使我们能够分离视点和摄像机运动的影响。虽然人工动作的加入有利于第三人称观众的学习,但只有与演员的动作和影响相一致的动作才能增强第一人称的观看效果。研究结果是根据某些媒体如何定位学习者与教育内容的关系来考虑的。具体来说,我们认为媒体的特征,如视点和运动,可以通过配置的方式来创造“潜在的行动领域”,吸引观众并优化学习条件。
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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