Jun Wang, S. Jin, Zheng Zhong, Sijia Feng, Yaxin Deng, Ruining Li
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引用次数: 1
Abstract
Immersive Virtual Environments can provide users with a sense of spatial presence and experience. But learners with Color Vision Deficiency cannot receive information entirely in the environments because they are difficult to distinguish some or all colors. This study selects learners with red-green color blindness as the sample, and designs three kinds of barrier-free Teaching Resources based on a color scheme and color contrast to explore their impacts on spatial cognition and learning experience. The experimental results show that the Color Adjusted Teaching Resources has significant differences both in learning satisfaction and technology acceptance, and the Contrast Adjusted Teaching Resources performs an important role in improving spatial cognition and technology acceptance. In addition, the Color and Contrast Adjusted Teaching Resources is significantly different from the Color Adjusted Teaching Resources in spatial cognition. Therefore, the findings indicated that the barrier-free color scheme and higher contrast of Teaching Resources can significantly improve spatial cognition, learning satisfaction, and technology acceptance of learners with red-green color blindness. To some extent, the research results can contribute to the design of barrier-free Teaching Resources about red-green color blindness.
期刊介绍:
The goal of this Journal is to provide an international scholarly publication forum for peer-reviewed interdisciplinary research into the applications, effects, and implications of computer-based education. The Journal features articles useful for practitioners and theorists alike. The terms "education" and "computing" are viewed broadly. “Education” refers to the use of computer-based technologies at all levels of the formal education system, business and industry, home-schooling, lifelong learning, and unintentional learning environments. “Computing” refers to all forms of computer applications and innovations - both hardware and software. For example, this could range from mobile and ubiquitous computing to immersive 3D simulations and games to computing-enhanced virtual learning environments.