教育中的游戏化:利用VR技术建立一个逃生室

Antonia Staneva, T. Ivanova, Katia Rasheva-Yordanova, D. Borissova
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引用次数: 1

摘要

媒体多样性的迅速扩大和“虚拟世界”的日益普及,创造了应用各种创新教学方法的需求和机会。不再扮演被动听者角色的学习者的需求发生了变化。互动游戏可以显著提高学习效率、动机和学生成绩,使学生在学习过程中由被动变为主动。本文考察了游戏化在正规教育中的地位及其在支持传统学习中的作用。报告的目的是呈现一个基于虚拟现实技术的游戏化课程。本文的重点是两点:(1)在高中阶段的学生教育中引入创新;(2)激发学生批判性思考,综合现有信息,解决问题。本文提出了一个虚拟现实逃生室的模型和实现,作为在数字环境中获取新知识的支持工具。这种创新的教学模式既适用于传统学习环境,也适用于电子学习环境。该模型独立于学习科目和教育水平,但适应高中教育中学生的态度、期望和需求。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gamification in Education: Building an Escape Room using VR Technologies
The rapid expansion of media diversity and the growing popularity of “virtual worlds”, created the need and opportunity to apply various innovative teaching methods. There is a change in the needs of learners who are no longer in the role of passive listeners. Interactive games can significantly increase learning effectiveness, motivation, and student achievement and turn students from passive to active participants in the learning process. This paper examines the place of gamification in formal education and its role in supporting traditional learning. The purpose of the report is to present a gamified lesson based on virtual reality technologies. The article is focused on two points: (1) introducing innovation in the education of students at the high school stage, and (2) motivating students to think critically, synthesize available information, and solve problems. The paper presents a model and implementation of a VR Escape room as a support tool for acquiring new knowledge in a digital environment. The innovative lesson model is applicable in both traditional and electronic learning environments. The model is independent of the study subject and educational level but is adapted to the attitudes, expectations, and needs of students in high school education.
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