虚拟时代教育模式的发展与机遇

Wen Shao
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引用次数: 0

摘要

Metaverse是面向终端用户的信息技术(IT)各个层的集成,其中人机交互(HCI)将是核心技术。随着IT的快速发展,Metaverse将允许用户以新的交互方式在以技术为媒介的环境中连接、工作、开展业务和访问教育资源。虚拟世界可以在未来的在线学习中发挥重要作用,并提供丰富的主动学习环境,使学习者有机会获得在现实世界中可能无法获得的第一手经验。虽然目前在meta - learning研究中存在严重的短缺,但这样的研究方向有望很快出现。本文的主要目的是研究以人为中心的元宇宙技术在学习领域的挑战和机遇,从而加速该领域的研究。采用现象学研究方法,包括半结构化的深度访谈、参与者撰写的论文、与19位HCI、智能交互技术和在线学习领域专家的焦点小组讨论。研究确定了在虚拟学习环境下面临的五大挑战:沉浸式设计、隐私和安全、普遍访问、身心健康问题以及治理。虽然研究提供了克服这些挑战的建议,但发现了三个元学习机会:实践培训和学习,基于游戏的学习,以及在创造知识方面的合作。本研究的发现有助于从人机交互的角度理解虚拟世界中在线学习的复杂性。这些发现可以用来进一步研究虚拟世界作为虚拟交流环境和潜在的商业和学习平台。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Development and Opportunity of Educational Mode in the Metaverse Age
The Metaverse is an end-users-oriented integration of various layers of Information Technology (IT), where Human–Computer Interaction (HCI) would be the core technology. With the rapid development of IT, the Metaverse would allow users to connect, work, conduct business, and access educational resources, all in a technology-mediated environment in new interaction ways. The Metaverse can play a major role in the future of online learning and enable a rich active learning environment, where learners have the opportunity to obtain first-hand experiences that might not be accessible in the physical world. While currently there is a severe shortage in Metaverse-Learning studies, such research strands are expected to soon emerge. The main objective of this paper is to investigate challenges and opportunities for human-centric Metaverse technology in the learning sector, hence accelerating research in this field. A phenomenological research method was used, including semi-structured in-depth interviews, essays written by participants, a focus group discussion with 19 experts in the areas of HCI, intelligent interactive technologies, and online learning. Five challenges were identified for the Metaverse-Learning context: immersive design, privacy and security, universal access, physical and psychological health concerns, and governance. While the research provided suggestions to overcome those challenges, three Meta-Learning opportunities were identified: hands-on training and learning, game-based learning, and collaboration in creating knowledge. The findings of this research contribute to understanding the complexity of the online learning in the Metaverse from the Human–Computer Interaction point of view. These findings can be used to further research the Metaverse as a virtual communication environment and potential business and learning platform.
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