用虚拟现实技术促进工程教育:提高学生知识保留率的实验

IF 3.8 Q2 COMPUTER SCIENCE, INFORMATION SYSTEMS
Fernando Elemar Vicente dos Anjos, Adriano de Oliveira Martins, Gislene Salim Rodrigues, M. Sellitto, Debora Oliveira da Silva
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引用次数: 0

摘要

本文介绍的是调查教学过程及其对学生影响的实验。具体来说,实验室实验法旨在确定与传统教学方法相比,在课堂上使用虚拟现实技术是否能带来更好的学习效果、知识保持率、满意度、参与度和吸引力。研究发现,使用虚拟现实技术的学生(实验组-EG)与只使用传统课堂的对照组(对照组-CG)(平均值为 4.6229)相比,学习效果明显更好(平均值为 5.9747)。研究采用了 1 至 7 分的李克特量表。EG 与 CG 之间的差异为 29.2%。此外,研究还发现,与 CG 相比,EG 的学生在知识保持率、满意度、参与度和吸引力方面都更高。在同一量表上,所有测量结果均高于 6.4。这项研究非常重要,因为它探索了创新教学方法及其提高学习成果、满意度和效率的潜力。它还为进一步研究本科生的教学方法开辟了途径。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Boosting Engineering Education with Virtual Reality: An Experiment to Enhance Student Knowledge Retention
This article is about experiments investigating teaching and learning processes and their effects on students. Specifically, the laboratory experiment method aims to determine if using virtual reality in classes leads to better learning outcomes, knowledge retention, satisfaction, engagement, and attractiveness compared to traditional teaching methods. The study found that students who used VR (Experimental Group—EG) had significantly better learning outcomes (with an average of 5.9747) compared to the control group (Control Group—CG), who only had traditional classes (with an average of 4.6229). The study employed a Likert scale from 1 to 7. The difference between EG and CG was 29.2%. Furthermore, the study found that students in the EG had higher knowledge retention, satisfaction, engagement, and attractiveness compared to the CG. All measurements were above 6.4 on the same scale. This study is important because it explores innovative teaching methods and their potential to improve learning outcomes, satisfaction, and efficiency. It also opens up avenues for further research on teaching methodologies for undergraduate students.
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来源期刊
Applied System Innovation
Applied System Innovation Mathematics-Applied Mathematics
CiteScore
7.90
自引率
5.30%
发文量
102
审稿时长
11 weeks
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