超越屏幕:调查虚拟世界在基于数字游戏的创业学习中所带来的现实主义附加值

IF 5.8 Q1 PSYCHOLOGY, EXPERIMENTAL
Anna Wenzel , Jan-Martin Geiger , Andreas Liening
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引用次数: 0

摘要

尽管越来越多的研究关注当代虚拟世界平台的教育潜力,特别是其沉浸式3D开放世界设计和体验式和协作式学习的前景,但与现有的2D数字游戏学习媒体相比,它们的附加值仍然有限。本实验研究调查了高等教育中一个成熟的商业模拟游戏(BSG)的新颖3D前端,该游戏使用Roblox作为当代虚拟世界平台实现。重点在于学生的游戏体验和创业学习成果。采用为期五周的受试者间纵向设计,一组学生(n = 58)参与3D虚拟世界,而对照组(n = 42)使用原始的2D前端。在基线、BSG期间每周、完成BSG后和学期末期末考试时收集调查数据。线性混合效果模型显示,在控制时间、先验知识、游戏相关和内容相关意图以及游戏成功的情况下,3D条件下的成就、挑战、竞争、社交体验和可玩性等维度的游戏体验水平明显更高。虽然创业学习结果的差异没有统计学意义,但多元回归分析显示,3D条件下的学生在创业知识方面的最终得分略高。该研究总结了高等教育数字教学法的实际意义,并概述了未来沉浸式3D数字游戏学习的研究方向。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Beyond the screen: Investigating the added value of realism enabled by the metaverse in digital game-based entrepreneurial learning
Despite growing research interest in the educational potential of contemporary metaverse platforms, especially their immersive 3D open-world designs and prospects for experiential and collaborative learning, there is still limited evidence regarding their added value compared to existing 2D digital game-based learning media. This experimental study investigates a novel 3D frontend of a well-established business simulation game (BSG) in higher education, implemented using Roblox as a contemporary metaverse platform. The focus lies on students’ gameful experiences and entrepreneurial learning outcomes. Using a between-subject longitudinal design over five weeks, one group of students (n = 58) engaged with the 3D virtual world, while the control group (n = 42) used the original 2D frontend. Survey data were collected at baseline, weekly during the BSG, after completing the BSG, and at the final exam at the end of the semester. Linear mixed-effects modeling revealed significantly higher levels of gameful experience in the 3D condition across the dimensions of Accomplishment, Challenge, Competition, Social Experience, and Playfulness, while controlling for time, prior knowledge, game-related and content-related intentions, and game success. Although differences in entrepreneurial learning outcomes were not statistically significant, multiple regression analyses revealed that students in the 3D condition achieved slightly higher final scores in entrepreneurial knowledge. The study concludes with practical implications for digital pedagogy in higher education and outlines directions for future research on immersive 3D digital game-based learning.
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CiteScore
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