天文与科学教育中虚拟现实学习体验的设计原则思考

M. Kersting, Jackie Bondell, Rolf Steier
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引用次数: 1

摘要

虚拟现实(VR)技术有可能通过新形式的感知参与和身体参与,深刻改变天文学和科学的学习活动。由于技术和教育的进步推动了彼此的变化,研究人员已经开始探索在正式学习环境中使用VR的机会和挑战。虽然从技术角度对VR的研究非常广泛,但利用VR工具探索以学习为导向的设计考虑的尝试相对较少。这项研究是基于澳大利亚研究委员会引力波发现卓越中心(OzGrav)的教育和公众宣传计划。ozgrave团队是一个由科学教育家、VR开发者、数字艺术家和天体物理学家组成的跨学科团队,他们开发了VR推广项目和天文学学校入侵。本研究的目的是确定VR在非正式学习环境中的经验启示,并反思天文学和科学领域VR学习体验的潜在设计原则。为了从多个角度阐明与VR设计和学习相关的问题,我们以VR从业者和教育研究人员之间对话的形式解开OzGrav VR学习资源的关键设计决策。对话借鉴了ozgrave团队焦点小组访谈的主要数据。我们用虚拟世界的虚拟现实体验的视听材料来补充对话。我们的研究结果集中在VR学习中的协作和社交互动方面,在VR体验中作为观察者/参与者的角色协商,在沉浸式VR环境中的体现,在VR体验的视觉丰富性和可访问性之间找到平衡,VR环境可以可视化的局限性。随着VR学习环境的使用获得动力,我们的研究结果有助于更深入地了解VR技术可以在天文学和现代科学教育中创造的新的学习环境。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Reflecting on design principles in the context of virtual reality learning experiences in astronomy and science education
Virtual reality (VR) technologies have the potential to profoundly transform learning activities in astronomy and science through new forms of perceptual engagement and bodily participation. Since advancements in technology and education drive change in each other, researchers have started to explore opportunities and challenges of using VR in (in)formal learning environments. While research on VR from technology perspectives is extensive, there are relatively few attempts to explore learning-oriented design considerations with VR tools. This study is grounded in the education and public-outreach program of the Australian Research Council Centre of Excellence for Gravitational Wave Discovery (OzGrav). The OzGrav-team is an interdisciplinary team of science educators, VR developers, digital artists and astrophysicists that have developed VR outreach programs and school incursions in astronomy. The goal of this study is to identify the experiential affordances of VR in informal learning contexts and to reflect on potential design principles for VR learning experiences in astronomy and science. To articulate issues related to design and learning with VR from multiple perspectives, we unpack critical design decisions of the OzGrav VR learning resources in the form of a dialogue between VR-practitioners and educational researchers. The dialogue draws on primary data from focus-group-interviews with the OzGrav-team. We supplement the dialogue with audio-visual material of a VR experience about the virtual universe. Our findings centre on aspects of collaboration and social interaction in VR-learning, negotiating roles while being an observer/participant in the VR-experience, embodiment in an immersive VR environment, finding a balance between visual richness and accessibility of VR-experiences, limitations of what VR environments can visualize. As the use of VR learning environments gains momentums, our findings contribute to a deeper understanding of the new learning contexts that VR technology can create in astronomy and modern science education.
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