基于vr的情境启动提高学生参与度和学习成绩

Daniel Hawes, A. Arya
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摘要

研究表明,虚拟环境可以被设计成提高许多认知任务的参与度和表现。本文比较了在虚拟现实(VR)中专门设计的用于启动这些效果的3D环境的效果。在三个虚拟现实学习空间(两个Prime和一个No Prime)中,51名参与者参加了27分钟的“制作动画电影的创作过程”研讨会。启动条件包括两个情境学习环境;一个动画工作室和一个有动画文物的剧院vs. No Prime:没有文物的剧院。在学习之前和之后,完成了20个问题的多项选择内容测试、用户体验(UX)和情感(焦虑和积极影响)调查。与对照组相比,两种初始条件下的学习成绩都有所提高。与沉浸式VR体验相关的UX和情感调查是积极的,但在两种情况下,Prime和no Prime条件之间都没有观察到显著差异。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
VR-Based Context Priming to Increase Student Engagement and Academic Performance
Research suggests that virtual environments can be designed to increase engagement and performance on many cognitive tasks. This paper compares the effect of specifically designed 3D environments intended to Prime these effects within Virtual Reality (VR). A 27-minute seminar “The Creative Process of Making an Animated Movie” was presented to 51 participants within three VR learning spaces: two Prime and one No Prime. The Prime conditions included two situated learning environments; an animation studio and a theatre with animation artifacts vs. the No Prime: theatre without artifacts. A 20-question multiple-choice content test, User Experience (UX), and affective (anxiety and positive affect) surveys were completed prior to and immediately after the learning session. Increased academic performance was observed in both Prime conditions compared to the control. UX and affective surveys related to the immersive VR experience were positive, but there were no significant differences observed between the Prime and No Prime conditions in either case.
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