虚拟现实计算实验室:一个沉浸式的计算机学习教室

Shawn Pang, Kyong Jin Shim, Y. M. Lau, Swapna Gottipati
{"title":"虚拟现实计算实验室:一个沉浸式的计算机学习教室","authors":"Shawn Pang, Kyong Jin Shim, Y. M. Lau, Swapna Gottipati","doi":"10.1109/TALE54877.2022.00030","DOIUrl":null,"url":null,"abstract":"In recent years, virtual reality (VR) is gaining popularity amongst educators and learners. If a picture is worth a thousand words, a VR session is worth a trillion words. VR technology completely immerses users with an experience that transports them into a simulated world. Universities across the United States, United Kingdom, and other countries have already started using VR for higher education in areas such as medicine, business, architecture, vocational training, social work, virtual field trips, virtual campuses, helping students with special needs, and many more. In this paper, we propose a novel VR platform learning framework which maps elements of VR platform to the three psychological needs of learners as defined in the Self-Determination Theory (SDT) framework. We report on a VR environment that we developed for an undergraduate ‘Data Structures and Algorithms’ course. Incorporating the Self-Determination Theory (SDT) framework, our VR environment aims to facilitate learners’ self-motivation in learning computing concepts. Built using Unity game engine, XR interaction toolkit, VRChat SDK3 and Oculus Quest 2 headsets, our VR environment was tested with focus group students who provided in-depth feedback on many aspects of the VR environment.","PeriodicalId":369501,"journal":{"name":"2022 IEEE International Conference on Teaching, Assessment and Learning for Engineering (TALE)","volume":"21 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"VR Computing Lab: An Immersive Classroom for Computing Learning\",\"authors\":\"Shawn Pang, Kyong Jin Shim, Y. M. Lau, Swapna Gottipati\",\"doi\":\"10.1109/TALE54877.2022.00030\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In recent years, virtual reality (VR) is gaining popularity amongst educators and learners. If a picture is worth a thousand words, a VR session is worth a trillion words. VR technology completely immerses users with an experience that transports them into a simulated world. Universities across the United States, United Kingdom, and other countries have already started using VR for higher education in areas such as medicine, business, architecture, vocational training, social work, virtual field trips, virtual campuses, helping students with special needs, and many more. In this paper, we propose a novel VR platform learning framework which maps elements of VR platform to the three psychological needs of learners as defined in the Self-Determination Theory (SDT) framework. We report on a VR environment that we developed for an undergraduate ‘Data Structures and Algorithms’ course. Incorporating the Self-Determination Theory (SDT) framework, our VR environment aims to facilitate learners’ self-motivation in learning computing concepts. Built using Unity game engine, XR interaction toolkit, VRChat SDK3 and Oculus Quest 2 headsets, our VR environment was tested with focus group students who provided in-depth feedback on many aspects of the VR environment.\",\"PeriodicalId\":369501,\"journal\":{\"name\":\"2022 IEEE International Conference on Teaching, Assessment and Learning for Engineering (TALE)\",\"volume\":\"21 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-12-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2022 IEEE International Conference on Teaching, Assessment and Learning for Engineering (TALE)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/TALE54877.2022.00030\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2022 IEEE International Conference on Teaching, Assessment and Learning for Engineering (TALE)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/TALE54877.2022.00030","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

摘要

近年来,虚拟现实(VR)越来越受到教育工作者和学习者的欢迎。如果一张图片胜过千言万语,那么一个VR会话就胜过一万亿词。虚拟现实技术让用户完全沉浸在一种将他们带入模拟世界的体验中。美国、英国和其他国家的大学已经开始在医学、商业、建筑、职业培训、社会工作、虚拟实地考察、虚拟校园、帮助有特殊需求的学生等领域使用VR进行高等教育。在本文中,我们提出了一个新的虚拟现实平台学习框架,该框架将虚拟现实平台的元素映射到自决理论(SDT)框架中定义的学习者的三种心理需求。我们报告了我们为本科生“数据结构和算法”课程开发的VR环境。结合自我决定理论(SDT)框架,我们的虚拟现实环境旨在促进学习者在学习计算概念时的自我激励。使用Unity游戏引擎,XR交互工具包,VRChat SDK3和Oculus Quest 2耳机构建,我们的VR环境与焦点小组学生一起进行了测试,他们对VR环境的许多方面提供了深入的反馈。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
VR Computing Lab: An Immersive Classroom for Computing Learning
In recent years, virtual reality (VR) is gaining popularity amongst educators and learners. If a picture is worth a thousand words, a VR session is worth a trillion words. VR technology completely immerses users with an experience that transports them into a simulated world. Universities across the United States, United Kingdom, and other countries have already started using VR for higher education in areas such as medicine, business, architecture, vocational training, social work, virtual field trips, virtual campuses, helping students with special needs, and many more. In this paper, we propose a novel VR platform learning framework which maps elements of VR platform to the three psychological needs of learners as defined in the Self-Determination Theory (SDT) framework. We report on a VR environment that we developed for an undergraduate ‘Data Structures and Algorithms’ course. Incorporating the Self-Determination Theory (SDT) framework, our VR environment aims to facilitate learners’ self-motivation in learning computing concepts. Built using Unity game engine, XR interaction toolkit, VRChat SDK3 and Oculus Quest 2 headsets, our VR environment was tested with focus group students who provided in-depth feedback on many aspects of the VR environment.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信