学习者对学习视频和沉浸式学习环境的需求评估

Ingrid Wahl, Stefanie Kuso, Barbara Wimmer
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引用次数: 1

摘要

学习视频在高等教育中被广泛应用,其设计原则已经确立。沉浸式学习环境(例如,增强现实,虚拟现实)到目前为止很少用于教育目的,导致缺乏对其设计的建议。因此,在设计沉浸式学习环境时,应该让潜在用户从一开始就参与进来。本文的目的是探索学习者对学习视频和沉浸式学习环境的需求和观点,检查它们是否符合既定的设计原则,并得出新的设计建议。此外,我们旨在从学习者的角度确定合适的应用领域。方法共有14名在校生和往届学生参加了两个在线焦点小组。他们被问及学习视频的使用习惯,沉浸式学习环境的体验,以及沉浸式学习在学习中的潜在应用领域。专题分析用于确定相关主题。结果证实了既定的原则(如连贯性、极简主义、节奏、引导活动);然而,我们发现了其他的设计建议(简洁、专注、快乐、可访问性)。学习视频主要用于要求高和枯燥的科目,当需要一种不同的方法时,或者弥补以前缺乏的知识。移情、三维空间和有形性被认为是沉浸式技术的合适应用。沉浸式学习技术的经验在学生中很少,尽管如此,他们对沉浸式学习环境的设计如何有助于他们的学习活动有自己的想法。提出的建议应予以实施,并对其对学习成果的影响进行实证检验。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Assessment of Learners’ Needs Regarding Learning Videos and Immersive Learning Environments
Background Learning videos are widely used in higher education and design principles are established. Immersive learning environments (e.g., augmented reality, virtual reality) are so far barely used for educational purposes, resulting in a lack of recommendations for their design. Therefore, when designing immersive learning environments, potential users should be involved from the beginning. Objective The objective of this paper was to explore learners’ needs and perspectives regarding learning videos and immersive learning environments, to examine their fit with established design principles, and to derive new design recommendations. Furthermore, we aimed to identify suitable application fields from learners’ perspectives. Methods In total, 14 current and former students participated in two online focus groups. They were asked about their usage habits for learning videos, their experience with immersive learning environments, and potential fields of useful implementation for immersive learning in their studies. Thematic analysis was used to identify relevant themes. Results Results confirm established principles (e.g. coherence, minimalism, pacing, guided activity); however, additional design recommendations were found (brevity, focus, merry, accessibility). Learning videos are mostly used for demanding and dry subjects, when a different approach is needed, or to catch up on lacking previous knowledge. Empathy, three-dimensional space, and tangibility were identified as suitable applications for immersive technologies. Conclusion Experience with immersive learning technologies is scarce among students, nonetheless they have ideas about how the design of immersive learning environments could contribute to their learning activities. The recommendations presented should be implemented and their effect on learning outcomes should be empirically tested.
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