Effect of virtual simulation supported museum-based learning on primary school students' multidisciplinary knowledge acquisition, learning motivation, critical thinking, creativity, and problem-solving skills in C-STEAM courses

Lixia Luo, Wenyao Shen, Qi Ye, Zehui Zhan, Wenkai Lin
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Abstract

The purpose of this study was to investigate the effects of virtual simulation-supported museum-based learning (VSS-MBL) versus a traditional classroom on students' multidisciplinary knowledge acquisition, learning motivation, critical thinking, creativity, and problem-solving skills in C-STEAM courses. We invited 112 primary school students to participate in a series of C-STEAM lessons in both VSS-MBL (58 students) and traditional classroom settings (54 students). Students were able to interact with exhibits during their museum visit using virtual simulation technology, such as watching shadow play using AR and applying VR to draw personalized face paintings. Repeated ANOVA results showed that VSS-MBL had a more significant impact on learning motivation, critical thinking, creativity, and problem-solving skills than students learning in a traditional classroom setting. However, the significant effect on multidisciplinary knowledge acquisition was not as significant as learning in a traditional classroom environment, and there was no significant change in engineering knowledge. This study further discusses the reasons for this and provides scientific guidance for primary schools wishing to integrate C-STEAM education into their museums.

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虚拟仿真支持的博物馆式学习对C-STEAM课程小学生多学科知识获取、学习动机、批判性思维、创造力和问题解决能力的影响
本研究旨在探讨虚拟仿真支持的博物馆式学习(VSS-MBL)与传统课堂对C-STEAM课程中学生多学科知识获取、学习动机、批判性思维、创造力和解决问题能力的影响。我们邀请了112名小学生参加了VSS-MBL(58名学生)和传统课堂(54名学生)的C-STEAM系列课程。学生们可以在参观博物馆期间使用虚拟模拟技术与展品互动,例如使用AR观看皮影戏,并应用VR绘制个性化的面部绘画。重复方差分析结果显示,VSS-MBL对学生的学习动机、批判性思维、创造力和问题解决能力的影响比传统课堂学习更显著。然而,多学科知识获取的显著影响不如传统课堂环境中学习的显著,工程知识没有显著变化。本研究进一步探讨其原因,为希望将C-STEAM教育融入其博物馆的小学提供科学指导。
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