EduX 的蜕变:元宇宙教育比较研究

Mohammad Lataifeh, Naveed Ahmed
{"title":"EduX 的蜕变:元宇宙教育比较研究","authors":"Mohammad Lataifeh, Naveed Ahmed","doi":"10.3389/fcomp.2024.1423768","DOIUrl":null,"url":null,"abstract":"This research explores critical aspects of the ongoing educational transition from traditional two-dimensional digital platforms toward immersive realities in the metaverse. In this work, a networked, collaborative, ubiquitous, and immersive platform, “EduX” is developed to host different educational sessions. Several metrics are tracked and compared with parallel sessions using traditional digital platforms used by educational institutions, particularly during and after the Covid-19 pandemic, such as Zoom, MS Teams, and Black Board Ultra as the Learning Management System. Four groups of students from different domains of knowledge (n = 396) participated in the study, whereby each group was split into two subgroups, taking their session via EduX and BBUltra, followed by post-assessments and discussions. Using a mixed methods approach, quantitative and qualitative data were collected and analyzed to examine the influence of the platform on engagement, performance, and overall student achievements. The discussed results demonstrate superior usability and user experience levels of the proposed platform, with higher levels of engagement, leading to significantly improved attainments. Other than demonstrating the efficacy and feasibility of the platform, this work establishes fundamental metrics to be considered by software and hardware solution providers, academic institutions, and the research community concerned with the convergence towards immersive technologies.","PeriodicalId":510141,"journal":{"name":"Frontiers in Computer Science","volume":"53 18","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2024-06-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Metamorphosis of EduX: a comparative study for education in the metaverse\",\"authors\":\"Mohammad Lataifeh, Naveed Ahmed\",\"doi\":\"10.3389/fcomp.2024.1423768\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This research explores critical aspects of the ongoing educational transition from traditional two-dimensional digital platforms toward immersive realities in the metaverse. In this work, a networked, collaborative, ubiquitous, and immersive platform, “EduX” is developed to host different educational sessions. Several metrics are tracked and compared with parallel sessions using traditional digital platforms used by educational institutions, particularly during and after the Covid-19 pandemic, such as Zoom, MS Teams, and Black Board Ultra as the Learning Management System. Four groups of students from different domains of knowledge (n = 396) participated in the study, whereby each group was split into two subgroups, taking their session via EduX and BBUltra, followed by post-assessments and discussions. Using a mixed methods approach, quantitative and qualitative data were collected and analyzed to examine the influence of the platform on engagement, performance, and overall student achievements. The discussed results demonstrate superior usability and user experience levels of the proposed platform, with higher levels of engagement, leading to significantly improved attainments. Other than demonstrating the efficacy and feasibility of the platform, this work establishes fundamental metrics to be considered by software and hardware solution providers, academic institutions, and the research community concerned with the convergence towards immersive technologies.\",\"PeriodicalId\":510141,\"journal\":{\"name\":\"Frontiers in Computer Science\",\"volume\":\"53 18\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2024-06-03\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Frontiers in Computer Science\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.3389/fcomp.2024.1423768\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Frontiers in Computer Science","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.3389/fcomp.2024.1423768","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

摘要

这项研究探讨了当前教育从传统的二维数字平台向元宇宙沉浸式现实过渡的关键方面。在这项工作中,开发了一个网络化、协作式、无处不在和身临其境的平台 "EduX",用于举办不同的教育课程。我们跟踪了几项指标,并将其与教育机构使用的传统数字平台(尤其是在 Covid-19 大流行期间和之后)(如 Zoom、MS Teams 和作为学习管理系统的 Black Board Ultra)进行比较。来自不同知识领域的四组学生(n = 396)参加了研究,每组分成两个小组,通过 EduX 和 BBUltra 上课,然后进行课后评估和讨论。研究采用混合方法,收集并分析了定量和定性数据,以考察该平台对学生参与度、表现和总体成绩的影响。讨论结果表明,拟议的平台具有卓越的可用性和用户体验水平,学生的参与度更高,从而显著提高了学习成绩。除了证明该平台的功效和可行性外,这项工作还为软件和硬件解决方案提供商、学术机构以及关注身临其境技术融合的研究界建立了基本的衡量标准。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Metamorphosis of EduX: a comparative study for education in the metaverse
This research explores critical aspects of the ongoing educational transition from traditional two-dimensional digital platforms toward immersive realities in the metaverse. In this work, a networked, collaborative, ubiquitous, and immersive platform, “EduX” is developed to host different educational sessions. Several metrics are tracked and compared with parallel sessions using traditional digital platforms used by educational institutions, particularly during and after the Covid-19 pandemic, such as Zoom, MS Teams, and Black Board Ultra as the Learning Management System. Four groups of students from different domains of knowledge (n = 396) participated in the study, whereby each group was split into two subgroups, taking their session via EduX and BBUltra, followed by post-assessments and discussions. Using a mixed methods approach, quantitative and qualitative data were collected and analyzed to examine the influence of the platform on engagement, performance, and overall student achievements. The discussed results demonstrate superior usability and user experience levels of the proposed platform, with higher levels of engagement, leading to significantly improved attainments. Other than demonstrating the efficacy and feasibility of the platform, this work establishes fundamental metrics to be considered by software and hardware solution providers, academic institutions, and the research community concerned with the convergence towards immersive technologies.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信