基于虚拟现实技术的学校执行功能培训:小学学龄儿童、教师和培训助教的体验

IF 4.9 Q1 PSYCHOLOGY, EXPERIMENTAL
Susan Hindman, Rachel King, Antonina Pereira
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引用次数: 0

摘要

执行功能(EF)是一系列高阶认知过程,通过这些过程,学习和日常目标得以实现。它们包括我们如何计划、执行、监控和调节任务的基本构件,并影响我们的认知、社会情感和行为反应。我们需要考虑的一个重要问题是,如何通过激励性的、适合儿童年龄的训练,帮助儿童发展有效的 EF 技能。虚拟现实(VR)提供了一个有趣的途径,通过临场感和沉浸感的体验来提高儿童的积极性,然而,儿童是否会像成人一样体验到临场感和沉浸感还不得而知,这可能会影响虚拟现实相对于其他媒体的教育效用。为了了解 VR 是否适合教育环境,我们必须了解主要利益相关者的体验,如学龄儿童和成人,他们将促进教育环境中的使用。因此,本研究旨在了解主要利益相关者使用在 VR 环境中提供的英孚培训的体验,以便对该技术的可行性和可用性进行反思。本研究旨在探讨 8 名小学学龄儿童、5 名教师和 13 名培训助教在 VR 头戴式显示器上玩英孚培训游戏 "Koji's Quest "后的定性体验。首先,我们发现大多数教师和实习教师对游戏的可用性给予了很好的评价,但在他们对游戏使用的主观描述中,他们更注重享乐体验,而儿童则更注重实用体验。研究结果还表明,成人可能更倾向于 "存在 "的定义,而儿童参与者似乎将 "存在 "和 "做 "的定义都纳入了他们的描述中。这项研究对如何在教育环境中最大限度地利用基于虚拟现实技术的英孚培训具有重要意义。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Virtual reality based executive function training in schools: The experience of primary school-aged children, teachers and training teaching assistants
Executive function (EF) is a set of higher order cognitive processes through which learning and everyday goals are realised. They comprise the fundamental building blocks of how we plan, execute, monitor and regulate tasks, and impact our cognitive, socioemotional and behavioural responses. An important question to consider is how we can support children to develop effective EF skills through motivating and age-appropriate training. Virtual reality (VR) offers an interesting avenue to enhance motivation due to the experience of presence and immersion, however, whether children experience presence and immersion similarly to adults is unknown and could impact the educational utility of VR over other media. In order to understand whether VR is suitable for an educational setting we must understand the experience of key stakeholders, such as school-aged children and adults that will be facilitating use in the educational context. Therefore, the current study aims to understand the experience of key stakeholders using EF training delivered in a VR environment, to enable reflection on the feasibility and usability of the technology. This study aimed to explore the qualitative experiences of 8 primary school-aged children, 5 teachers and 13 training teaching assistants, after playing an EF training game, Koji's Quest, on a VR head mounted display. Firstly we found that most teachers and trainee teachers gave good ratings of usability, but in their subjective descriptions of use focused on hedonic experiences, whereas, children focused on pragmatic experiences. Results also indicate that adults may favour ‘being’ definitions of presence, whereas child participants appear to incorporate both ‘being’ and ‘doing’ definitions into their accounts. This research has implications for how VR based EF training can be maximised within an educational setting.
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