Edu-Metaverse 时代的协作学习:赋能技术实证研究

IF 2.9 3区 教育学 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Chen Li;Yue Jiang;Peter H. F. Ng;Yixin Dai;Francis Cheung;Henry C. B. Chan;Ping Li
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引用次数: 0

摘要

计算机支持的协作学习旨在通过实践相关的教学方法,特别是在远程学习环境中,利用信息技术支持协作性知识建构。相关技术正在快速发展,COVID-19 全球大流行期间对解决方案的需求导致了 Edu-Metaverse 的出现,Edu-Metaverse 的概念是用于学习的网络虚拟世界(即 Metaverse)的集合。研究这些最新技术如何支持协作学习是非常必要的。本实证研究旨在收集定量和定性结果,以填补知识空白。具体来说,20 名选修游戏设计与开发课程的本科生(3 名女生和 17 名男生)自愿参与了本研究。参与者在实验室中使用了三个具有代表性的协作平台(即 AltSpace、Gather 和 ZOOM),讨论了三个课程特定主题,模拟了在远程学习环境中开展协作学习任务的情况。结果表明,使用提供以虚拟人为媒介的通信和协作的 Metaverse 平台(即 AltSpace 和 Gather),学员们更多地参与了学习活动。这些平台也给参与者带来了更强烈的共同参与感和对学习社区的归属感。文章还讨论了可用性的潜在改进和参与者的反馈意见。我们希望这些研究成果能为快速增长的以教育为目的的 Metaverse 赋能技术的使用做出贡献。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Collaborative Learning in the Edu-Metaverse Era: An Empirical Study on the Enabling Technologies
Computer-supported collaborative learning aims to use information technologies to support collaborative knowledge construction by practicing the relevant pedagogical approaches, especially in the distance learning setting. The enabling technologies are fast advancing, and the need for solutions during the COVID-19 global pandemic led to the emergence of the Edu-Metaverse, which is conceptualized as a collection of networked virtual worlds (i.e., the Metaverse) for learning. There is a great necessity to investigate how these more recent enabling technologies can support collaborative learning. This empirical study aims to collect both quantitative and qualitative results to fill the knowledge gaps. Specifically, 20 undergraduate students (three females and 17 males) taking the Game Design and Development course voluntarily participated in this study. The participants used three representative collaboration platforms (i.e., AltSpace, Gather, and ZOOM) in our laboratory for discussing three course-specific topics, simulating the undertaking of collaborative learning tasks in the distance learning setting. The results suggest that the participants were more engaged in the learning activities using the Metaverse platforms that offer avatar-mediated communications and collaborations (i.e., AltSpace and Gather). These platforms also gave the participants a stronger sense of copresence and belonging to the learning community. Potential improvements to the usability and the participants' feedback are also discussed in the article. We hope the results can contribute to the fast-growing use of the Metaverse-enabling technologies for educational purposes.
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来源期刊
IEEE Transactions on Learning Technologies
IEEE Transactions on Learning Technologies COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-
CiteScore
7.50
自引率
5.40%
发文量
82
审稿时长
>12 weeks
期刊介绍: The IEEE Transactions on Learning Technologies covers all advances in learning technologies and their applications, including but not limited to the following topics: innovative online learning systems; intelligent tutors; educational games; simulation systems for education and training; collaborative learning tools; learning with mobile devices; wearable devices and interfaces for learning; personalized and adaptive learning systems; tools for formative and summative assessment; tools for learning analytics and educational data mining; ontologies for learning systems; standards and web services that support learning; authoring tools for learning materials; computer support for peer tutoring; learning via computer-mediated inquiry, field, and lab work; social learning techniques; social networks and infrastructures for learning and knowledge sharing; and creation and management of learning objects.
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