结合混合现实和概念地图的教育游戏技术接受度的影响因素研究

Yu Liu, Yue Liu, Kang Yue
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引用次数: 3

摘要

随着移动学习技术及其软硬件平台的快速发展,混合现实在教育领域的应用前景十分广阔。然而,合理的知识导航和概念安排方法是减少学生在虚拟学习环境中的认知负荷的迫切需要。在本初步研究中,我们选择概念图作为脚手架工具来帮助学生在MR学习空间中导航,并开发了一个名为MMRCM的教育游戏原型,将MR和概念图结合起来,以调查学生对它的技术接受程度。考虑到这种新型核磁共振应用的新颖性,我们以核磁共振游戏设计元素和概念图实用性作为外部因素,构建了技术接受模型(TAM)的扩展版本。为了帮助学生学习摩擦力的抽象概念,本实验采用了MMRCM方法。评价结果表明,模型的外部因素与感知易用性和感知有用性均存在显著的相关关系。研究结果表明,学生有明确的意向使用MMRCM,这表明MR游戏和概念图可以作为一种有效的教学工具整合到科学教育中。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Investigating the Factors that Influence Technology Acceptance of an Educational Game Integrating Mixed Reality and Concept Maps
With the rapid development of mobile learning technologies as well as relevant hardware and software platforms, there is a bright prospect for mixed reality (MR) applying in the field of education. However, appropriate knowledge navigation and concept arrangement methods are urgent to diminish students’ cognitive load in the virtual learning environment. In this preliminary study, concept maps were selected as scaffolding tools to help students navigate through the MR learning space, and an educational game prototype named MMRCM integrating MR and concept maps was developed to investigate students’ technology acceptance about it. Considering the novelty of this new type of MR application, an extended version of the Technology Acceptance Model (TAM) was constructed with the MR game design elements and the concept map usefulness as external factors. A middle school physics experiment using MMRCM was conducted to help students learn the abstract concepts of friction. The evaluation results showed that the model’s external factors have significant correlations with both perceived ease of use and perceived usefulness. The findings indicated explicit intention to use MMRCM, which implied that MR gaming and concept maps could be integrated as an effective instructional tool in science education.
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