Will Virtual Reality Transform Online Synchronous Learning? Evidence From a Quality of Experience Subjective Assessment

IF 2.9 3区 教育学 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Simone Porcu;Alessandro Floris;Luigi Atzori
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引用次数: 0

Abstract

In this article, we preliminarily discuss the limitations of current video conferencing platforms in online synchronous learning. Research has shown that while the involved technologies are appropriate for collaborative video calls, they often fail to replicate the rich nature of face-to-face interactions among students and between students and professors, by constraining them to a grid of faces on screens and limiting the natural flows of conversation and nonverbal communication. We believe that a potential solution to this issue could be adopting virtual reality (VR) technologies in online synchronous teaching. To test our assumption, we developed a novel subjective assessment involving 44 electronics engineering students who attended real lessons on Internet protocols. The taught content was included in the course program and the final exam; the professor made use of slides for teaching and a blackboard to explain some exercises. Two different learning approaches were used: VR-based online synchronous learning and video-based online synchronous learning. While the former consisted in wearing a headset and participating in a virtual classroom in front of the teacher’s avatar, the latter involved watching a 2-D video of the streamed lesson through a laptop and communicating through the microphone. The opinions collected from the students included several aspects, namely, overall quality of experience, immersion, interactivity, naturalness, usability, entertainment, comfort, side effects, interaction with the teacher and students, and ease of taking notes. Key findings from Welch’s $t$-test indicate the higher interactivity ($p< 0.05$), naturalness ($p< 0.01$), entertainment ($p< 0.01$), and immersion ($p< 0.001$) perceived by students for the VR-based learning experience than the video-based one. Increased immersion was the most significant aspect, as highlighted by the lowest $p$-value. On the other hand, the level of comfort was heavily penalized ($p< 0.001$), and students were unable to take notes in the VR classroom environment easily. No significant difference ($p>0.05$) was achieved for the other considered metrics.
虚拟现实会改变在线同步学习吗?来自经验质量主观评价的证据
在本文中,我们初步讨论了当前视频会议平台在在线同步学习中的局限性。研究表明,虽然所涉及的技术适用于协作视频通话,但它们往往无法复制学生之间以及学生与教授之间面对面互动的丰富性质,因为它们将学生限制在屏幕上的人脸网格中,并限制了对话和非语言交流的自然流动。我们认为,在在线同步教学中采用虚拟现实(VR)技术可能是解决这一问题的一个潜在方法。为了验证我们的假设,我们开发了一种新的主观评估,涉及44名电子工程专业的学生,他们参加了互联网协议的真实课程。授课内容纳入课程大纲和期末考试;教授用幻灯片教学,用黑板解释一些练习。使用了两种不同的学习方法:基于vr的在线同步学习和基于视频的在线同步学习。前者是戴着耳机,在老师的化身面前参与虚拟课堂,后者是通过笔记本电脑观看流媒体课程的2d视频,并通过麦克风进行交流。学生的意见包括体验的整体质量、沉浸感、互动性、自然性、可用性、娱乐性、舒适性、副作用、与师生的互动性、笔记的便利性等几个方面。韦尔奇的$t$-测试的主要发现表明,互动性更高($p<;0.05美元),自然度($p<;$ 0.01),娱乐($p<;0.01美元),浸泡($p<;0.001美元),学生对基于vr的学习体验的感知比基于视频的学习体验高。增加沉浸感是最重要的方面,正如最低的p值所强调的那样。另一方面,舒适程度受到严重影响($p<;0.001美元),学生无法在VR课堂环境中轻松记笔记。其他考虑的指标没有显著差异(0.05)。
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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来源期刊
IEEE Transactions on Learning Technologies
IEEE Transactions on Learning Technologies COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-
CiteScore
7.50
自引率
5.40%
发文量
82
审稿时长
>12 weeks
期刊介绍: The IEEE Transactions on Learning Technologies covers all advances in learning technologies and their applications, including but not limited to the following topics: innovative online learning systems; intelligent tutors; educational games; simulation systems for education and training; collaborative learning tools; learning with mobile devices; wearable devices and interfaces for learning; personalized and adaptive learning systems; tools for formative and summative assessment; tools for learning analytics and educational data mining; ontologies for learning systems; standards and web services that support learning; authoring tools for learning materials; computer support for peer tutoring; learning via computer-mediated inquiry, field, and lab work; social learning techniques; social networks and infrastructures for learning and knowledge sharing; and creation and management of learning objects.
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