{"title":"测量学生对虚拟现实游戏式学习环境的学习动机","authors":"S. Gargrish, A. Mantri, Gurjinder Singh, Harun","doi":"10.1109/Indo-TaiwanICAN48429.2020.9181362","DOIUrl":null,"url":null,"abstract":"Learningconcepts of science is very challenging, especially when the concepts used are abstract. Teachers have recourse to many different types of teaching methods which are however limited when it comes to explaining students about three dimensionalities (3-D) concepts. There are various technologies like AR, VR, and MR that have come into play and are already been used in the field of education. Virtual Reality (VR) technologies are rapidly becoming more popular in the field of education. VR based Learning Environments (VRLEs) create a real-world environment with the help of 3-D models that brings immersion, interaction and triggers the imagination power of the student. This paper shows that VR technology has a positive impact on students' motivation. The development and deployment of a game “Magnex” has been done to explain the concepts of magnetism and its current effects. The Instructional Materials Motivation Survey (IMMS) which is based upon the ARCS model as deployed for collecting information; it consists of four factors: satisfaction, attention, confidence and relevance. When the effect of VR application was analyzed, confidence and attention factors were best rated among all.","PeriodicalId":171125,"journal":{"name":"2020 Indo – Taiwan 2nd International Conference on Computing, Analytics and Networks (Indo-Taiwan ICAN)","volume":"99 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"9","resultStr":"{\"title\":\"Measuring Students' Motivation towards Virtual Reality Game-Like Learning Environments\",\"authors\":\"S. Gargrish, A. Mantri, Gurjinder Singh, Harun\",\"doi\":\"10.1109/Indo-TaiwanICAN48429.2020.9181362\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Learningconcepts of science is very challenging, especially when the concepts used are abstract. Teachers have recourse to many different types of teaching methods which are however limited when it comes to explaining students about three dimensionalities (3-D) concepts. There are various technologies like AR, VR, and MR that have come into play and are already been used in the field of education. Virtual Reality (VR) technologies are rapidly becoming more popular in the field of education. VR based Learning Environments (VRLEs) create a real-world environment with the help of 3-D models that brings immersion, interaction and triggers the imagination power of the student. This paper shows that VR technology has a positive impact on students' motivation. The development and deployment of a game “Magnex” has been done to explain the concepts of magnetism and its current effects. The Instructional Materials Motivation Survey (IMMS) which is based upon the ARCS model as deployed for collecting information; it consists of four factors: satisfaction, attention, confidence and relevance. When the effect of VR application was analyzed, confidence and attention factors were best rated among all.\",\"PeriodicalId\":171125,\"journal\":{\"name\":\"2020 Indo – Taiwan 2nd International Conference on Computing, Analytics and Networks (Indo-Taiwan ICAN)\",\"volume\":\"99 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2020-02-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"9\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2020 Indo – Taiwan 2nd International Conference on Computing, Analytics and Networks (Indo-Taiwan ICAN)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/Indo-TaiwanICAN48429.2020.9181362\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2020 Indo – Taiwan 2nd International Conference on Computing, Analytics and Networks (Indo-Taiwan ICAN)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/Indo-TaiwanICAN48429.2020.9181362","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Measuring Students' Motivation towards Virtual Reality Game-Like Learning Environments
Learningconcepts of science is very challenging, especially when the concepts used are abstract. Teachers have recourse to many different types of teaching methods which are however limited when it comes to explaining students about three dimensionalities (3-D) concepts. There are various technologies like AR, VR, and MR that have come into play and are already been used in the field of education. Virtual Reality (VR) technologies are rapidly becoming more popular in the field of education. VR based Learning Environments (VRLEs) create a real-world environment with the help of 3-D models that brings immersion, interaction and triggers the imagination power of the student. This paper shows that VR technology has a positive impact on students' motivation. The development and deployment of a game “Magnex” has been done to explain the concepts of magnetism and its current effects. The Instructional Materials Motivation Survey (IMMS) which is based upon the ARCS model as deployed for collecting information; it consists of four factors: satisfaction, attention, confidence and relevance. When the effect of VR application was analyzed, confidence and attention factors were best rated among all.