测量学生对虚拟现实游戏式学习环境的学习动机

S. Gargrish, A. Mantri, Gurjinder Singh, Harun
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引用次数: 9

摘要

学习科学概念是非常具有挑战性的,特别是当使用的概念是抽象的。教师们求助于许多不同类型的教学方法,然而,当涉及到向学生解释三维概念时,这些方法是有限的。像AR、VR和MR这样的各种技术已经开始发挥作用,并已经在教育领域得到了应用。虚拟现实(VR)技术在教育领域迅速普及。基于VR的学习环境(VRLEs)在3d模型的帮助下创造了一个真实世界的环境,带来了沉浸感、互动和激发学生的想象力。本文表明,VR技术对学生的学习动机有积极的影响。开发和部署的游戏“磁”已经完成,以解释磁性的概念和它的电流效应。教材动机调查(IMMS)采用ARCS模式收集资料;它由四个因素组成:满意度、注意力、信心和相关性。在分析虚拟现实应用的效果时,信心因素和注意力因素在所有因素中得分最高。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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.
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