Examining the relationships between students' perceptions of technology, pedagogy, and cognition: the case of immersive virtual reality mini games to foster computational thinking in higher education.

IF 12.1 Q1 EDUCATION & EDUCATIONAL RESEARCH
Smart Learning Environments Pub Date : 2023-01-01 Epub Date: 2023-02-23 DOI:10.1186/s40561-023-00233-1
Friday Joseph Agbo, Sunday Adewale Olaleye, Matt Bower, Solomon Sunday Oyelere
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Abstract

Researchers are increasingly exploring educational games in immersive virtual reality (IVR) environments to facilitate students' learning experiences. Mainly, the effect of IVR on learning outcomes has been the focus. However, far too little attention has been paid to the influence of game elements and IVR features on learners' perceived cognition. This study examined the relationship between game elements (challenge, goal clarity, and feedback) as pedagogical approach, features of IVR technology (immersion and interaction), and learners' perceived cognition (reflective thinking and comprehension). An experiment was conducted with 49 undergraduate students who played an IVR game-based application (iThinkSmart) containing mini games developed to facilitate learners' computational thinking competency. The study employed partial least squares structural equation modelling to investigate the effect of educational game elements and learning contents on learner's cognition. Findings show that goal clarity is the main predictor of learners' reflective thinking and comprehension in an educational game-based IVR application. It was also confirmed that immersion and interaction experience impact learner's comprehension. Notably, adequate learning content in terms of the organisation and relevance of the content contained in an IVR game-based application significantly moderate learners' reflective thinking and comprehension. The findings of this study have implications for educators and developers of IVR game-based intervention to facilitate learning in the higher education context. In particular, the implication of this study touches on the aspect of learners' cognitive factors that aim to produce 21st-century problem-solving skills through critical thinking.

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考察学生对技术、教学法和认知的感知之间的关系:高等教育中培养计算思维的沉浸式虚拟现实小游戏的案例
研究人员越来越多地探索沉浸式虚拟现实(IVR)环境中的教育游戏,以促进学生的学习体验。主要是IVR对学习结果的影响一直是关注的焦点。然而,游戏元素和IVR功能对学习者感知认知的影响却很少被关注。本研究考察了游戏元素(挑战、目标清晰度和反馈)作为教学方法、IVR技术特征(沉浸和互动)和学习者感知认知(反思思维和理解)之间的关系。在实验中,49名本科生玩了一个基于IVR游戏的应用程序(iThinkSmart),该应用程序包含了一些旨在提高学习者计算思维能力的小游戏。本研究采用偏最小二乘结构方程模型研究了教育游戏元素和学习内容对学习者认知的影响。研究结果表明,在基于教育游戏的IVR应用中,目标清晰度是学习者反思思维和理解的主要预测因素。研究还证实了沉浸式体验和互动体验对学习者的理解能力有影响。值得注意的是,在基于IVR游戏的应用程序中,足够的学习内容(包括内容的组织和相关性)显著地调节了学习者的反思性思维和理解力。本研究的发现对教育工作者和基于IVR游戏干预的开发者有启示意义,以促进高等教育背景下的学习。特别是,本研究的意义涉及学习者的认知因素方面,旨在通过批判性思维培养21世纪解决问题的技能。
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
Smart Learning Environments
Smart Learning Environments Social Sciences-Education
CiteScore
13.20
自引率
2.10%
发文量
29
审稿时长
19 weeks
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