开发和测试一个量表,用于检查影响虚拟世界学习体验的因素

Emmanuel Fokides
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引用次数: 2

摘要

随着元宇宙逐渐成为现实,它为教育提供了巨大的可能性,为学生和教育工作者提供了一个新的参与、互动和体验维度。然而,研究人员缺乏工具,无法同时检查在元宇宙中进行教育应用时塑造个人体验的令人满意的因素。手头的研究试图填补这一空白,因为它报告了元宇宙学习体验量表的开发和测试所遵循的步骤。对462名参加测试的大学生的数据进行统计分析,确定了该量表的有效性和可靠性。它的最终版本可以使用四十三个项目来捕捉用户的视图,考察十个因素(即,虚拟环境图形的感知质量、感知认知负荷、感知虚拟环境的易用性/控制性、沉浸感/存在感、感知反馈和内容质量、感知互动程度、学习和使用虚拟环境的动机、感知有用性/知识增益、模拟器病态和积极情绪还讨论了结构及其对研究和实践的启示。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Development and testing of a scale for examining factors affecting the learning experience in the Metaverse

The Metaverse, as it gradually becomes a reality, offers great possibilities for education, providing a new dimension of engagement, interaction, and experiences for students and educators alike. Yet, researchers lack tools that would allow them to simultaneously examine a satisfactory number of factors that shape one's experience when engaged in educational applications in the Metaverse. The study at hand is an attempt to fill this gap, as it reports the steps followed for the development and testing of the Metaverse Learning Experience Scale. The statistical analyses of data coming from 462 university students who participated in its testing, established the scale's validity and reliability. Its final version can capture the views of users using forty-three items, examining ten factors (namely, perceived quality of the virtual environment's graphics, perceived cognitive load, perceived ease of use/control of the virtual environment, immersion/presence, perceived feedback and content quality, perceived degree of interaction, motivation to learn and use the virtual environment, perceived usefulness/knowledge gains, simulator sickness, and positive feelings. The scale's factorial structure together with the implications it has for research and practice are also discussed.

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