Ye Jia;Xiangzhi Eric Wang;Zackary P. T. Sin;Chen Li;Peter H. F. Ng;Xiao Huang;George Baciu;Jiannong Cao;Qing Li
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引用次数: 0
摘要
教育虚拟世界(edu-metaverse)的承诺之一是,它能够提供一个虚拟环境,使我们能够参与与现实相似或相同的学习活动。虚拟环境中引入的数字增强功能有助于提高我们对新奇学习体验的期望。然而,尽管其成果令人期待,但目前在实际学习中采用教育虚拟世界的情况似乎很有限。我们认为,这是由于缺乏对学习者在社会学习环境中的行为的调查。这种调查的缺乏至关重要,因为没有对行为的深入了解,就会阻碍教育材料的开发和教育虚拟世界的发展方向。在完成试点用户研究工作后,我们提出了以下见解:1)与 Zoom(典型的视频会议和远程协作平台)相比,"edu-metaverse "中的学习者在学习活动中表现出更高的参与度,尤其是在绘制由嵌入式知识图谱辅助的思维导图时,这种共存性显著提高了学习者的参与度和对学习任务的协作贡献;以及2)"edu-metaverse "中的交互和学习活动设计,尤其是关于 MM.
Knowledge-Graph-Driven Mind Mapping for Immersive Collaborative Learning: A Pilot Study in Edu-Metaverse
One of the promises of edu-metaverse is its ability to provide a virtual environment that enables us to engage in learning activities that are similar to or on par with reality. The digital enhancements introduced in a virtual environment contribute to our increased expectations of novel learning experiences. However, despite its promising outcomes, there appears to be limited adoption of the edu-metaverse for practical learning at this time. We believe this can be attributed to the fact that there is a lack of investigation into learners' behavior given a social learning environment. This lack of investigation is critical, as without behavioral insight, it hinders the development of education material and the direction of an edu-metaverse. Upon completing our work with the pilot user studies, we provide the following insights: 1) compared to Zoom, a typical video conferencing and remote collaboration platform, learners in the edu-metaverse demonstrate heightened involvement in learning activities, particularly when drawing mind mapping aided by the embedded knowledge graph, and this copresence significantly boosts learner engagement and collaborative contribution to the learning tasks; and 2) the interaction and learning activity design within the edu-metaverse, especially concerning the use of MM.
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.