虚拟现实如何在科学教育中发挥作用:情感对学习影响的探索性研究

Yuying Zhong, Jiajie Liu
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引用次数: 0

摘要

作为一名本科生,STEM学习,特别是在电气和电子工程等学科,是非常困难的。直到大三时,教授在“电磁场与波”这门课程的课堂教学中,作为工程教育研究的实验部分,将虚拟现实引入课堂,才发现用新颖的方法学习工程和科学有更多创新的可能性。已有研究表明,在教学和学习中使用虚拟现实技术可以提高学生的学习动机和评估成绩。尽管如此,VR对学习的影响机制尚不清楚。特别是,VR对科学教育的影响是否部分来自感官上的新颖性,以及这种影响是否可持续。由于学生注意力集中的问题,本研究旨在探讨VR在工程和科学教育中的可持续性,并试图填补VR技术对理工科学习体验影响的研究空白。本研究采用混合方法获得定量和定性数据,包括三个会话VR科学学习干预。首先,本研究从问卷中获得定量数据,并在问卷收集后进行访谈。采用半结构化访谈法了解学生在教学和学习中使用VR的体验。本研究发现,动机和参与在虚拟现实应用于学习中起着关键的中介作用。在VR学习体验的最初阶段,个体的学习兴趣和动机会因新颖性而显著增加,有趣的是,随着学生对新颖性的熟悉,在随后的学习阶段,新颖性效应并不一定会徒劳地下降。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
How Does the Virtual Reality work on Science Education: An Exploratory Study of Emotional Effects on Learning
As an undergraduate student, STEM learning, especially in subjects such as electrical and electronic engineering, are very difficult. It was not until the junior year when the professor introduced virtual reality to the classroom lecturing for the course Electromagnetic Fields and Waves as an experimental part of a study on engineering education and it was discovered that more innovative possibilities for learning in engineering and science with novel approaches. Existing research has demonstrated that the use of VR in teaching and learning can enhance the motivation and assessment performance of students. Nonetheless, the mechanisms of VR's impact on learning are not yet clear. In particular, whether the impact of VR on science education comes partly from the sensorial novelty and whether this effect is sustainable. Due to student concentration problem, this study aims to explore the sustainability of using VR in engineering and science education, and seeks to fill the research gap regarding the impact of VR technologies on the learning experience in the field of science and engineering. This study, consisting of three sessions VR science learning interventions, was conducted by using a mixed-methods approach to obtain quantitative and qualitative data. Firstly, quantitative data for this study was obtained from questionnaires and interviews were conducted after the questionnaires were collected. A semi-structured interview method was used to understand students' experiences of the use of VR in teaching and learning. This study found that motivation and engagement play a key mediating role in the application of VR to learning. Individuals' interest and motivation in learning is significantly increased by novelty in the initial stages of the VR learning experience, and interestingly the novelty effect does not necessarily decline in vain in subsequent stages of learning as students become familiar with the novelty.
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