高等教育中用户接受三维虚拟世界的前因与后果

Reza Ghanbarzadeh, A. Ghapanchi
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With the increasing development of 3DVW technologies in the education sector, two uncertainties have emerged with respect to higher education that significantly influence the applicability of the technology in the field: user acceptance of the technology and educational benefits of the technology for both individuals and institutions. Thus, this study examined the relationship between various factors and the user acceptance of 3DVWs in higher education as well as the relationship between the application of 3DVWs in higher education and positive educational outcomes.\n\nMethodology: By conducting a quantitative study, an extensive research model was developed by which 21 hypotheses were examined to assess the relationships between 12 variables. In order to evaluate the hypotheses, an online survey with 32 questions was developed and distributed among the participants. 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The study takes 3DVW engagement into account, which is a variable associated with not only use, but also with continuous use of the technology, and deeper involvement with the technology. This study contributes to the research and practitioner body of knowledge by introduc-ing various factors significant in preparing a distance learning environment and activities that can be adapted in higher education.\n\nFindings: The findings suggest the effectiveness of ease of use, usefulness, enjoyment, and visual attractiveness of a 3DVW-based learning environment on user acceptance of the technology. Findings also suggest that application of 3DVWs has a significant impact on student satisfaction, learning outcome, retention, course engagement, and students’ graduate outcome. 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This technology provides great capabilities for collaboration, teamwork, and networking on a worldwide scale.\n\nRecommendation for Researchers: Further studies are required to investigate from different perspectives the various factors impacting on user acceptance and/or positive outcomes of user acceptance of the technology. Using the technology for different courses, implementing different teaching and learning methods, and developing creative activities in the virtual environment might contribute to new findings in the field. This study could be extended by applying the technology in educational settings other than higher education, such as K–12. New studies could also explore other aspects of 3DVWs which were not part of the case study, such as the implementation of the technology on virtual reality, augmented reality, and smartphones.\n\nImpact on Society: The study would be beneficial for higher education institutions worldwide to regulate the key factors that affect students’ entrancement of 3DVWs as well as the positive outcomes of user acceptance of this cutting-edge technology for students.\n\nFuture Research: This study could be a starting point for future research focusing on various aspects of the application of 3DVW technology in education. Future studies could identify and investigate other variables that are associated with user acceptance of 3DVW in education as well as the positive outcomes of the application of the technology in this field. The four new variables presented in this study can also be examined in different contexts and/or with the application of various technologies. 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引用次数: 8

摘要

目的/目的:本研究的目的是研究五个因素对高等教育中三维虚拟世界(3DVWs)用户接受度的影响。本研究的另一个目的是探讨3dvw的应用对高等教育学生积极结果相关的五个变量的影响。背景:三维虚拟世界(3DVW)对于创造下一代的教学环境具有相当的重要性和潜力。教育界对将虚拟环境应用于教学和学习产生了极大的兴趣,这项技术已在很大程度上被用于支持教育环境。随着3DVW技术在教育领域的日益发展,高等教育方面出现了两个不确定因素,这两个不确定因素极大地影响了该技术在该领域的适用性:用户对技术的接受程度和技术对个人和机构的教育效益。因此,本研究考察了各因素与3dvw在高等教育中的用户接受程度之间的关系,以及3dvw在高等教育中的应用与积极的教育成果之间的关系。方法:通过进行定量研究,开发了一个广泛的研究模型,其中21个假设被检验,以评估12个变量之间的关系。为了评估这些假设,一份包含32个问题的在线调查被开发出来并分发给参与者。开发问卷是为了分析研究模型的独立和依赖结构之间的关系。采用有目的的方便抽样方法,对135名一年级选修课本科生进行了调查。在假设的基础上,采用PLS-SEM方法分析了变量之间的关系。本研究以Second Life作为主要的3DVW环境进行研究实验。贡献:本研究是第一个通过开发一个广泛的研究模型来检验高等教育中3d技术应用的前因和后果的定量方法。该研究模型检验了几个自主开发的变量,这些变量与用户接受3dvw的前因和后果有关,而这些变量在该领域以前没有被定义或检验过。该研究考虑了3DVW参与度,这是一个变量,不仅与使用有关,还与技术的持续使用和深度参与有关。本研究通过介绍在准备可适应高等教育的远程学习环境和活动方面的各种重要因素,为研究和从业者的知识体系做出了贡献。研究结果:研究结果表明,基于3d技术的学习环境的易用性、实用性、趣味性和视觉吸引力对用户接受该技术的有效性。研究结果还表明,3dvw的应用对学生满意度、学习成果、保留率、课程参与度和学生毕业成果有显著影响。本研究证实,高等教育学生的电脑自我效能感对3dvw的接受度没有正向影响。对实践者的建议:课程设计者和开发者应考虑设计易于使用和用户友好的虚拟学习环境,并应做出美学设计决策,以创造有吸引力的学习环境来吸引学生的注意力。基于3d技术的学习环境需要具有现实感,才能让学生在环境中感受到存在感。增加了虚拟学习环境的乐趣、愉悦感和游戏性,有助于提高学生对3d学习的采用程度。对于高等教育机构来说,与传统的面对面教育系统相比,开发和维护虚拟学习环境以及实施教学计划的成本非常低。这项技术为全球范围内的协作、团队合作和联网提供了强大的能力。对研究人员的建议:需要进一步的研究,从不同的角度调查影响用户接受和/或用户接受技术的积极结果的各种因素。在不同的课程中使用该技术,实施不同的教学方法,并在虚拟环境中开展创造性活动,可能有助于该领域的新发现。这项研究可以通过将该技术应用于高等教育以外的教育环境,如K-12,来扩展。 新的研究还可以探索案例研究之外的3DVWs的其他方面,例如该技术在虚拟现实、增强现实和智能手机上的应用。对社会的影响:本研究将有利于世界各地的高等教育机构规范影响学生使用3dvw的关键因素,以及用户接受这一尖端技术对学生的积极影响。未来研究:本研究可以作为未来研究的起点,重点关注3DVW技术在教育中的应用的各个方面。未来的研究可以识别和调查与用户在教育中接受3DVW相关的其他变量,以及该技术在该领域应用的积极结果。本研究中提出的四个新变量也可以在不同的背景下和/或应用各种技术进行检验。目前的研究结果与该领域以前的一些研究结果存在一些不一致之处。未来的研究可以在类似的背景下更细致地调查不一致的关系。未来的研究还可以探索本案例研究之外的3d视频的其他方面。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Antecedents and Consequences of User Acceptance of Three-Dimensional Virtual Worlds in Higher Education
Aim/Purpose: The purpose of this study was to examine the impact of five factors on the user acceptance of Three-Dimensional Virtual Worlds (3DVWs) in higher education. Another objective of the study was to investigate the effects of the application of 3DVWs on five variables relevant to positive outcomes for higher education students. Background: Three-Dimensional Virtual Worlds (3DVW) are of considerable importance and potential for the creation of the next generation of teaching and learning environments. There has been a remarkable interest in the educational communities in applying virtual environments for teaching and learning, and this technology has been largely adopted to favour educational settings. With the increasing development of 3DVW technologies in the education sector, two uncertainties have emerged with respect to higher education that significantly influence the applicability of the technology in the field: user acceptance of the technology and educational benefits of the technology for both individuals and institutions. Thus, this study examined the relationship between various factors and the user acceptance of 3DVWs in higher education as well as the relationship between the application of 3DVWs in higher education and positive educational outcomes. Methodology: By conducting a quantitative study, an extensive research model was developed by which 21 hypotheses were examined to assess the relationships between 12 variables. In order to evaluate the hypotheses, an online survey with 32 questions was developed and distributed among the participants. The questionnaire was developed to analyse the relationship between independent and dependent constructs of the research model. By applying a purposive convenience sampling technique, 135 undergraduate students, who were enrolled in a first-year elective course, participated in the survey. The PLS-SEM method was used to analyse the relationships between variables based on the hypothesised hypotheses. Second Life was used as the primary 3DVW environment for the research experiment in this study. Contribution: This study is among the first to conduct a quantitative method by developing an extensive research model to examine both antecedents and consequences of the application of 3DVWs in higher education. The research model exam-ined several self-developed variables relevant to the antecedents and conse-quences of user acceptance of 3DVWs those had not been defined or exam-ined previously in this field. The study takes 3DVW engagement into account, which is a variable associated with not only use, but also with continuous use of the technology, and deeper involvement with the technology. This study contributes to the research and practitioner body of knowledge by introduc-ing various factors significant in preparing a distance learning environment and activities that can be adapted in higher education. Findings: The findings suggest the effectiveness of ease of use, usefulness, enjoyment, and visual attractiveness of a 3DVW-based learning environment on user acceptance of the technology. Findings also suggest that application of 3DVWs has a significant impact on student satisfaction, learning outcome, retention, course engagement, and students’ graduate outcome. The study confirms that computer self-efficacy of higher education students does not have a positive impact on the acceptance of 3DVWs. Recommendations for Practitioners: Curriculum designers and developers should consider designing easy-to-use and user-friendly virtual learning environments and should make aesthetic design decisions to create appealing learning environments to attract students’ attention. A 3DVW-based learning environment needs to be realistic to make students experience a sense of presence within the environment. Increased enjoyment, pleasure, and playfulness of the virtual learning environment contribute to a higher level of adoption of 3DVWs among students. For the higher education institutions, the costs of developing and maintaining a virtual learning environment and implementing a teaching and learning programme are very low in comparison with a traditional face-to-face education system. This technology provides great capabilities for collaboration, teamwork, and networking on a worldwide scale. Recommendation for Researchers: Further studies are required to investigate from different perspectives the various factors impacting on user acceptance and/or positive outcomes of user acceptance of the technology. Using the technology for different courses, implementing different teaching and learning methods, and developing creative activities in the virtual environment might contribute to new findings in the field. This study could be extended by applying the technology in educational settings other than higher education, such as K–12. New studies could also explore other aspects of 3DVWs which were not part of the case study, such as the implementation of the technology on virtual reality, augmented reality, and smartphones. Impact on Society: The study would be beneficial for higher education institutions worldwide to regulate the key factors that affect students’ entrancement of 3DVWs as well as the positive outcomes of user acceptance of this cutting-edge technology for students. Future Research: This study could be a starting point for future research focusing on various aspects of the application of 3DVW technology in education. Future studies could identify and investigate other variables that are associated with user acceptance of 3DVW in education as well as the positive outcomes of the application of the technology in this field. The four new variables presented in this study can also be examined in different contexts and/or with the application of various technologies. There have been some inconsistencies between the findings of the current study and some of the previous studies in the field. Future studies can investigate inconsistent relationships much more meticulously in a similar context. Future studies could also explore other aspects of 3DVWs which were not part of the case study.
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