{"title":"基于vr的消费者技术支持建构主义的学习和教学:一个案例研究","authors":"Melania Nitu, M. Dascalu, Sergean Bagîş, C. Bodea","doi":"10.1109/ZINC.2018.8448765","DOIUrl":null,"url":null,"abstract":"Technology leads to massive changes in the economy, in the way we communicate and relate to each other and in the way we learn. Thus, the classical paradigms of teaching and learning and their corresponding design models can now be supported by consumer tech. This article presents an example of experiential learning, a design model which implements constructivism, using a virtual reality application for computer architecture. The experimental results related to how the students perceive it underlines the benefits and challenges brought by this type of application.","PeriodicalId":366195,"journal":{"name":"2018 Zooming Innovation in Consumer Technologies Conference (ZINC)","volume":"135 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"4","resultStr":"{\"title\":\"Supporting Constructivist Learning and Teaching with the Aid of VR-based Consumer Tech: A Case Study\",\"authors\":\"Melania Nitu, M. Dascalu, Sergean Bagîş, C. Bodea\",\"doi\":\"10.1109/ZINC.2018.8448765\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Technology leads to massive changes in the economy, in the way we communicate and relate to each other and in the way we learn. Thus, the classical paradigms of teaching and learning and their corresponding design models can now be supported by consumer tech. This article presents an example of experiential learning, a design model which implements constructivism, using a virtual reality application for computer architecture. The experimental results related to how the students perceive it underlines the benefits and challenges brought by this type of application.\",\"PeriodicalId\":366195,\"journal\":{\"name\":\"2018 Zooming Innovation in Consumer Technologies Conference (ZINC)\",\"volume\":\"135 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2018-05-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"4\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2018 Zooming Innovation in Consumer Technologies Conference (ZINC)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ZINC.2018.8448765\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2018 Zooming Innovation in Consumer Technologies Conference (ZINC)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ZINC.2018.8448765","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Supporting Constructivist Learning and Teaching with the Aid of VR-based Consumer Tech: A Case Study
Technology leads to massive changes in the economy, in the way we communicate and relate to each other and in the way we learn. Thus, the classical paradigms of teaching and learning and their corresponding design models can now be supported by consumer tech. This article presents an example of experiential learning, a design model which implements constructivism, using a virtual reality application for computer architecture. The experimental results related to how the students perceive it underlines the benefits and challenges brought by this type of application.